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Thread Statistics | Show CCP posts - 2 post(s) |
Mordecai Sanguine
What The French
260
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Posted - 2014.01.09 17:16:00 -
[91] - Quote
Vell0cet wrote:Regarding decloaking before shooting, this would make sniping with a cloak effectively useless since you'll have the scope sway to deal with. I was hoping cloaked snipers would bring them out of the redline and into more strategic locations on the map. Stealth bombers in EVE have 0 delay between decloaking and targeting. Perhaps the solution is to have scout suits be able to fire while cloaked, all others would have heavy fitting costs and require decloaking first before firing. I do think you should immediately decloak 100% once you fire any weapon or pass within x meters of an uncloaked player/vehicle however. I'd also like to see deployable beacons that decloak anything in x radius.
I also think cloaks should ignore active scanners, but there should be a new proto active scanner that would only detect cloaks. It would have limited range and a long delay.
As far as getting the game perfectly balanced before adding cloaks, I completely disagree. The scout suits CAN'T BE BALANCED UNTIL WE HAVE CLOAKS. I don't want to play for 18 months with scouts being ridiculously underpowered before they get their turn for balancing.
Also TTK needs to be addressed, or else the cloak will be ridiculously OP. With the peek-a-boo shooter that we currently have, whoever gets the drop on the other player is 85% likely to win. If TTK was slightly longer than it was in 1.4-1.5 cloaking would be a major advantage in certain circumstances but not a guaranteed trump card.
Scouts is as you said SCOUTS. Not some ******* ninja assassin.
They must NOT be able to shoot during cloaking. They are not assassin they are SCOUT. Sneaking operation not kill operation.
I think it would be cool to be used to "hack" objective silently. Making them able to hack WHILE cloaked without depleting it. Should have some Hacking time reduction.
You pass through ennemies lines. Hacks super speed (With one or two hacking module) combined with with the hacking bonus they should have WHILE CLOAKED. (Yes ennemies will know when someone is hacking but it will be fast AND if the cloak is not depleting the scout can escape easily. (If ennemies don't have MD or Flux grenades) And then escape while cloaked if they didn't shoot.
That would be cool huh ? |
Reav Hannari
Red Rock Outriders
2484
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Posted - 2014.01.09 17:17:00 -
[92] - Quote
Quil Evrything wrote:CCP Remnant wrote:Asha Starwind wrote:
Could we at least get a primer on how cloaking mechanics work so people can stop jumping conclusion and inferred speculation based on one line of info.
- The cloak field is a piece of equipment. - ... Thanks for the bundle of details. However, there's still a crucial point of information missing: will scouts have to choose between cloak, OR carrying uplinks? Are they going to get an extra slot just for cloaks or something like that? Also please understand that if your answer is "no extra slot", then you're going to get a WHOOLE bunch of pissed off scouts, becoming ex-scouts, and turning to gallente logi instead. That what you guys are aiming for?
I bet one or both of the new scouts will have two equipment and no sidearm. The Minmatar Scout will likely keep its assassin role and generally run just the cloaking device or stay uncloaked to use REs.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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Quil Evrything
Triple Terrors
676
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Posted - 2014.01.09 17:23:00 -
[93] - Quote
Reav Hannari wrote: I bet one or both of the new scouts will have two equipment and no sidearm. The Minmatar Scout will likely keep its assassin role and generally run just the cloaking device or stay uncloaked to use REs.
(and presumably the gallente would stay as-is.)
Huh. That would make sense. Particularly since the new scout suits have cloak bonuses, while the others do not. But lets have an official dev response, please?
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Cymek Omnius
Villore Sec Ops Gallente Federation
19
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Posted - 2014.01.09 17:25:00 -
[94] - Quote
CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. Too many specific issues to address (otherwise I'd be posting all day and not getting any actual authoring work done) but please keep in mind that everything on SiSi is not final. That doesn't mean that they will change, only that they can. There's plenty of time to provide constructive criticism and for us to act on that feedback.
Thanks! Looking forward to it. |
Mordecai Sanguine
What The French
262
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Posted - 2014.01.09 17:31:00 -
[95] - Quote
If cloaking devices are equipements then we have a HUGE problem. Logi could be cloaked...... They have 25% reductions on equipements. It will be easy to fit it.
Diversity is sometime good but...seriously. We NEED to keep some "things" exclusives for some types of dropsuits.
Damagers : Everyone exepting Logi. (Problem of Logi slayers : Ruled because tanking does not makes you a slayers heavies will tell you.) Cloaking : Only Scouts.
And because Logi are suppsoed to have more life than assault but with less damage. |
Daxxis KANNAH
Distinct Covert Initiative
601
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Posted - 2014.01.09 17:32:00 -
[96] - Quote
Reav Hannari wrote:Quil Evrything wrote:CCP Remnant wrote:Asha Starwind wrote:
Could we at least get a primer on how cloaking mechanics work so people can stop jumping conclusion and inferred speculation based on one line of info.
- The cloak field is a piece of equipment. - ... Thanks for the bundle of details. However, there's still a crucial point of information missing: will scouts have to choose between cloak, OR carrying uplinks? Are they going to get an extra slot just for cloaks or something like that? Also please understand that if your answer is "no extra slot", then you're going to get a WHOOLE bunch of pissed off scouts, becoming ex-scouts, and turning to gallente logi instead. That what you guys are aiming for? I bet one or both of the new scouts will have two equipment and no sidearm. The Minmatar Scout will likely keep its assassin role and generally run just the cloaking device or stay uncloaked to use REs.
%Damage increase done X seconds after de-cloaking.
The bonus either: 1. increases the percentage of damage done per level or 2. increases the time allotted for this damage buff to last
Some may say this ties our bonus too much to using the cloak but at the moment our bonus is tied to just one weapon. This would at least apply to all weapons except RE's which wont be used in conjunction with cloak anyhow.
In your blind spot
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Goric Rumis
Dead Six Initiative Lokun Listamenn
292
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Posted - 2014.01.09 17:43:00 -
[97] - Quote
Kain Spero wrote:CCP Remnant wrote: - Firing a weapon while cloaked will rapidly deplete the cloak field (a single shot from a sniper rifle, for instance, will decloak you)
I'm glad that this is still in the works, because firing while cloaked is something the CPM has adamantly campaigned against. From my perspective, your suit should require a reset/cooldown when coming out of cloak to restore power to your weapons and equipment. This would make the user scenario for cloak go something like this:
- Escape an enemy's line-of-sight - Activate cloak - Move around your enemy using cover to mitigate the shimmer effect - Arrive at a distant destination and find a safe spot - De-activate cloak - Wait a nominal time for suit to re-charge - Attack
The fact is, cloaks are ridiculously effective for the people who use them correctly. If I were trying to start conservatively (which I would recommend), the cloaks I designed would work something like this (just off the top of my head):
- Active timer: 20 seconds - Re-charge (from depleted): 60 seconds - Suit cool-down on de-activation: 3 seconds - De-activate all weapons, equipment, grenades, and modules (including kinetics, sensors, etc.) while cloaked, as if you were wearing a suit with nothing else on it - No shield recharge or armor repair while in cloak--de-activating cloak begins shield recharge timer as if you'd just been hit
Then I'd watch whether and how people used this cloak to decide whether it needed to be more powerful. I would anticipate people would use even this cloak to great effect, but it would also require quite a bit of skill and would discourage people from putting it on nearly everything.
One of the things that will kill the usefulness of the cloak is for it to become common--a significant part of the value is in the fact that people are focused on a visible enemy and aren't looking for the cloak.
The Tank Balancing Factor No One Is Discussing
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Spectral Clone
Dust2Dust. Top Men.
1025
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Posted - 2014.01.09 17:45:00 -
[98] - Quote
I-¦m interested to know if cooking grenade drains your cloak.
Otherwise we are going to see scouts with cloak, core locus grenades and flaylock pistol owning the crap out of everyone.
Doesnt matter in Dust 514: PC. FW Standing. Tanking Type. Other mods than DMG or HP.
Does matter in Dust 514: Rifles.
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jerrmy12 kahoalii
The Phoenix Federation
292
|
Posted - 2014.01.09 17:56:00 -
[99] - Quote
Goric Rumis wrote:Kain Spero wrote:CCP Remnant wrote: - Firing a weapon while cloaked will rapidly deplete the cloak field (a single shot from a sniper rifle, for instance, will decloak you)
I'm glad that this is still in the works, because firing while cloaked is something the CPM has adamantly campaigned against. From my perspective, your suit should require a reset/cooldown when coming out of cloak to restore power to your weapons and equipment. This would make the user scenario for cloak go something like this: - Escape an enemy's line-of-sight - Activate cloak - Move around your enemy using cover to mitigate the shimmer effect - Arrive at a distant destination and find a safe spot - De-activate cloak - Wait a nominal time for suit to re-charge - Attack The fact is, cloaks are ridiculously effective for the people who use them correctly. If I were trying to start conservatively (which I would recommend), the cloaks I designed would work something like this (just off the top of my head): - Active timer: 20 seconds - Re-charge (from depleted): 60 seconds - Suit cool-down on de-activation: 3 seconds - De-activate all weapons, equipment, grenades, and modules (including kinetics, sensors, etc.) while cloaked, as if you were wearing a suit with nothing else on it - No shield recharge or armor repair while in cloak--de-activating cloak begins shield recharge timer as if you'd just been hit Then I'd watch whether and how people used this cloak to decide whether it needed to be more powerful. I would anticipate people would use even this cloak to great effect, but it would also require quite a bit of skill and would discourage people from putting it on nearly everything. One of the things that will kill the usefulness of the cloak is for it to become common--a significant part of the value is in the fact that people are focused on a visible enemy and aren't looking for the cloak. 30 seconds for scout or not at all, as a low hp suit needs iy
I use a tablet so beware of typos
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Billi Gene
439
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Posted - 2014.01.09 17:57:00 -
[100] - Quote
prediction: cloaks will be used defensively.
i see alot of people nutting out on how the cloaks will work for an infiltrative attack run.
and yet the greater potential will be to allow scouts to retreat effectively.
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Maken Tosch
DUST University Ivy League
6332
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Posted - 2014.01.09 18:02:00 -
[101] - Quote
Mordecai Sanguine wrote:If cloaking devices are equipements then we have a HUGE problem. Logi could be cloaked...... They have 25% reductions on equipements. It will be easy to fit it.
Diversity is sometime good but...seriously. We NEED to keep some "things" exclusives for some types of dropsuits.
Damagers : Everyone exepting Logi. (Problem of Logi slayers : Ruled because tanking does not makes you a slayers heavies will tell you.) Cloaking : Only Scouts.
And because Logi are suppsoed to have more life than assault but with less damage.
Actually, it's great and perfect for cloaks to be an equipment item. Think about it... NO CLOAKED HEAVIES WITH HMGS! Because we all know you can't fit equipment at all on heavies. CCP did us a favor by making it an equipment item. Otherwise there will be carnage and mayhem on the battlefield if (GOD FORBID) heavies are ever given a chance to cloak.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Vell0cet
SVER True Blood Public Disorder.
757
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Posted - 2014.01.09 18:04:00 -
[102] - Quote
If we absolutely HAD to decloak before firing, you should be able to do so by pulling the trigger. It wouldn't fire the first round but would decloak you, allowing you to fire after you've finished decloaking. This way you won't have to fumble with the radial equipment menus in the middle of combat, and snipers wouldn't have to deal with scope sway.
Quick/Dirty Test Range Idea
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Reav Hannari
Red Rock Outriders
2490
|
Posted - 2014.01.09 18:09:00 -
[103] - Quote
For those worried about cloaks being too powerful in close quarters you are forgetting that CCP mentioned some time ago that their counter is the active scanner.
1. You'll see them on TacNet if scanned. B. Your weapon reticle will highlight when pointing at them.
If you scan an area and then enter it to not see anyone then you know you have a cloaked scout to deal with. You can either start sending damage that direction or take a moment to sweep with your weapon to locate more accurately. I think organized and smart teams won't have too much trouble dealing with this. Scouts will have an easier time picking off stragglers. Hello, New Player. We're making your life even more miserable!
The scout bonus to profile dampening seems to have disappeared. It may have been directly applied to the suits through a reduced profile or left as is to make them more reliant on the cloak. We'll just have to wait for the dev blogs to see CCP's intention.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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jerrmy12 kahoalii
The Phoenix Federation
292
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Posted - 2014.01.09 18:09:00 -
[104] - Quote
Maken Tosch wrote:Mordecai Sanguine wrote:If cloaking devices are equipements then we have a HUGE problem. Logi could be cloaked...... They have 25% reductions on equipements. It will be easy to fit it.
Diversity is sometime good but...seriously. We NEED to keep some "things" exclusives for some types of dropsuits.
Damagers : Everyone exepting Logi. (Problem of Logi slayers : Ruled because tanking does not makes you a slayers heavies will tell you.) Cloaking : Only Scouts.
And because Logi are suppsoed to have more life than assault but with less damage. Actually, it's great and perfect for cloaks to be an equipment item. Think about it... NO CLOAKED HEAVIES WITH HMGS! Because we all know you can't fit equipment at all on heavies. CCP did us a favor by making it an equipment item. Otherwise there will be carnage and mayhem on the battlefield if (GOD FORBID) heavies are ever given a chance to cloak. Inb4 gallente scout
I use a tablet so beware of typos
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Mordecai Sanguine
What The French
262
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Posted - 2014.01.09 18:13:00 -
[105] - Quote
Maken Tosch wrote:Mordecai Sanguine wrote:If cloaking devices are equipements then we have a HUGE problem. Logi could be cloaked...... They have 25% reductions on equipements. It will be easy to fit it.
Diversity is sometime good but...seriously. We NEED to keep some "things" exclusives for some types of dropsuits.
Damagers : Everyone exepting Logi. (Problem of Logi slayers : Ruled because tanking does not makes you a slayers heavies will tell you.) Cloaking : Only Scouts.
And because Logi are suppsoed to have more life than assault but with less damage. Actually, it's great and perfect for cloaks to be an equipment item. Think about it... NO CLOAKED HEAVIES WITH HMGS! Because we all know you can't fit equipment at all on heavies. CCP did us a favor by making it an equipment item. Otherwise there will be carnage and mayhem on the battlefield if (GOD FORBID) heavies are ever given a chance to cloak.
Assaults are worse than Heavies. And they will have even more damage....
And to finish we have lot of problems with this ****** TTk and they increase damage ? i hope they reduce damage from some weapons (4 rifles) BEFORE doing it. |
jerrmy12 kahoalii
The Phoenix Federation
292
|
Posted - 2014.01.09 18:18:00 -
[106] - Quote
jerrmy12 kahoalii wrote:Maken Tosch wrote:Mordecai Sanguine wrote:If cloaking devices are equipements then we have a HUGE problem. Logi could be cloaked...... They have 25% reductions on equipements. It will be easy to fit it.
Diversity is sometime good but...seriously. We NEED to keep some "things" exclusives for some types of dropsuits.
Damagers : Everyone exepting Logi. (Problem of Logi slayers : Ruled because tanking does not makes you a slayers heavies will tell you.) Cloaking : Only Scouts.
And because Logi are suppsoed to have more life than assault but with less damage. Actually, it's great and perfect for cloaks to be an equipment item. Think about it... NO CLOAKED HEAVIES WITH HMGS! Because we all know you can't fit equipment at all on heavies. CCP did us a favor by making it an equipment item. Otherwise there will be carnage and mayhem on the battlefield if (GOD FORBID) heavies are ever given a chance to cloak. Inb4 gallente heavy
I use a tablet so beware of typos
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KA24DERT
TeamPlayers Negative-Feedback
411
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Posted - 2014.01.09 18:25:00 -
[107] - Quote
CCP Remnant wrote:Asha Starwind wrote:CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. Too many specific issues to address (otherwise I'd be posting all day and not getting any actual authoring work done) but please keep in mind that everything on SiSi is not final. That doesn't mean that they will change, only that they can. There's plenty of time to provide constructive criticism and for us to act on that feedback. Could we at least get a primer on how cloaking mechanics work so people can stop jumping conclusion and inferred speculation based on one line of info. - The cloak field is a piece of equipment. - When selected the cortex is raised and you press fire to activate it. - Once activated, it goes away and your weapon is raised. You can switch to other weapons/equipment while cloaked. - You cloak. The amount of "shimmer" is increased as you move so standing still you will be nigh invisible, but when moving you will be noticeable to an extent. When cloaked, you obviously have no chevron or health bars, but the enemy reticule will flash red if you run past it. - Cloak can be deactivated by selecting it and pressing fire. - Once deactivated or it runs out it will start to recharge. - Firing a weapon while cloaked will rapidly deplete the cloak field (a single shot from a sniper rifle, for instance, will decloak you) - You can only fit one cloak field at a time.
Proposed Addendum:
-Cloak is recharged by sitting still -Fitting a cloak disables the use of a light weapon, perhaps even reduces the damage of the sidearm/grenade
Optional changes: -Restrict the use of a cloak to a new GÇ£blackopsGÇ¥ scout suit with no light weapon slot, 2-3 equipment slots, and paper thin hp. |
jamstar saa187
the third day Public Disorder.
63
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Posted - 2014.01.09 18:46:00 -
[108] - Quote
CCP Remnant wrote:- The cloak field is a piece of equipment. - When selected the cortex is raised and you press fire to activate it. - Once activated, it goes away and your weapon is raised. You can switch to other weapons/equipment while cloaked. - You cloak. The amount of "shimmer" is increased as you move so standing still you will be nigh invisible, but when moving you will be noticeable to an extent. When cloaked, you obviously have no chevron or health bars, but the enemy reticule will flash red if you run past it. - Cloak can be deactivated by selecting it and pressing fire. - Once deactivated or it runs out it will start to recharge. - Firing a weapon while cloaked will rapidly deplete the cloak field (a single shot from a sniper rifle, for instance, will decloak you) - You can only fit one cloak field at a time.
thanks for the info Remnant. i have a few questions about the mechanics of the cloak:
- If a player is cloaked, and then attempts to use the Active scanner (while cloaked) will this have any effect on the cloak, and will enemies still be able to the the 'Active scanner light' effect? - If a cloaked player is shot, will that have any effect on the cloak (ie, the cloak stops working once the player is shot, or will it only be stopped by 1 of ways highlighted above?) |
Goric Rumis
Dead Six Initiative Lokun Listamenn
292
|
Posted - 2014.01.09 18:46:00 -
[109] - Quote
jerrmy12 kahoalii wrote:30 seconds for scout or not at all, as a low hp suit needs iy The numbers wouldn't be final. I'm taking the stats I would like to see on a cloak and then nerfing those in order to introduce a conservative version of something that could be game-breaking if it's too effective. Any of the effects I listed could be enhanced to make the cloak more useful if it wasn't performing.
Billi Gene wrote:prediction: cloaks will be used defensively.
i see alot of people nutting out on how the cloaks will work for an infiltrative attack run.
and yet the greater potential will be to allow scouts to retreat effectively. I think their two purposes are retreat and infiltration. That's why having scouts with two equipment slots will be important: having a scout slip past enemy lines and drop uplinks should be a valid and useful tactic. Removing the ability to use weapons while cloaked doesn't substantially impact its usefulness for either of these purposes, but it mitigates the potential for rampant abuse.
Mordecai Sanguine wrote:If cloaking devices are equipements then we have a HUGE problem. Logi could be cloaked...... They have 25% reductions on equipements. It will be easy to fit it. I agree, cloaks should have punitive fitting requirements and scouts should get a 15% bonus per level, bringing the costs down to 25% instead of 50% (versus 75% for the logi). Because the logi has better CPU/PG in the first place, the effect of a 25% cut to requirements will be very similar to a 50% cut to requirements for scouts in terms of what they'll have to sacrifice, no matter what the specific fitting requirements are for the cloaks.
It should definitely be equipment, though. Logis and assaults should be able to fit it at a cost. And as mentioned above, there should definitely be scout suits with two equipment slots. I liked the suggestion of having separate Scout and Guerilla suits, where the Scout would have two equipment slots at the expense of firepower and the Guerilla would only have one.
The Tank Balancing Factor No One Is Discussing
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CrotchGrab 360
The Men In The Mirror
1359
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Posted - 2014.01.09 18:48:00 -
[110] - Quote
To CCP
TAKE YOUR TIME
From all the (somehow still) sane and patient people
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Mossellia Delt
Militaires Sans Jeux
834
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Posted - 2014.01.09 18:50:00 -
[111] - Quote
KA24DERT wrote:CCP Remnant wrote:Asha Starwind wrote:CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. Too many specific issues to address (otherwise I'd be posting all day and not getting any actual authoring work done) but please keep in mind that everything on SiSi is not final. That doesn't mean that they will change, only that they can. There's plenty of time to provide constructive criticism and for us to act on that feedback. Could we at least get a primer on how cloaking mechanics work so people can stop jumping conclusion and inferred speculation based on one line of info. - The cloak field is a piece of equipment. - When selected the cortex is raised and you press fire to activate it. - Once activated, it goes away and your weapon is raised. You can switch to other weapons/equipment while cloaked. - You cloak. The amount of "shimmer" is increased as you move so standing still you will be nigh invisible, but when moving you will be noticeable to an extent. When cloaked, you obviously have no chevron or health bars, but the enemy reticule will flash red if you run past it. - Cloak can be deactivated by selecting it and pressing fire. - Once deactivated or it runs out it will start to recharge. - Firing a weapon while cloaked will rapidly deplete the cloak field (a single shot from a sniper rifle, for instance, will decloak you) - You can only fit one cloak field at a time. Proposed Addendum: -Cloak is recharged by sitting still -Fitting a cloak disables the use of a light weapon, perhaps even reduces the damage of the sidearm/grenade Optional changes: -Restrict the use of a cloak to a new GÇ£blackopsGÇ¥ scout suit with no light weapon slot, 2-3 equipment slots, and paper thin hp.
Scouts already have paper thin hp.
Parody Dust 514 Lyrics
Vote for Delt
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IAmDuncanIdaho II
R 0 N 1 N
221
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Posted - 2014.01.09 18:51:00 -
[112] - Quote
Forlorn Destrier wrote:CommanderBolt wrote:After all the controversy over the SiSi dumps, I can see why CCP might want to take some more time with things before they announce anything. It looks like they are in the middle of playing with a lot of different stats and stuff. A man of reason. Very rare these days.
I have a question: do you mean rare for CommanderBolt, or do you mean rare in general? :-p
CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. [...]
Ohh you guys do SCRUM? How long are your sprints?
Broonfondle Majikthies wrote:[quote=CCP Remnant](List of cloaking mechanics)[/quote]
As a min scout my concern is that this 'shimmer' will be so noticeable that it will make approaching an enemy very difficult, while at the same time I can't 'lurk' (not camping...cough) an objective due to the removal of the profile reduction skill
I think I might be a really sad scout if they remove the profile reduction skill. Something about understanding how to evade the reds, how to use cover, how to pop-out from cover and surprise prey....these skills I have honed as best I can, and continue to do so, over the last year or whatever. It's such a basic part of my scout-play, I feel it won't ever be the same without it.
Here's to hoping that it's not actually being replaced. Can't say I care that much for a cloaking mechanic that will leave me vulnerable when I assassinate someone. I should be rewarded with that kill by not giving anything away short of the sound of the shotgun (or almost-no-sound of the knives mua ha ha).
I really would like profile reduction skill to stay with scout suits. Please? |
jerrmy12 kahoalii
The Phoenix Federation
295
|
Posted - 2014.01.09 18:55:00 -
[113] - Quote
IAmDuncanIdaho II wrote:Forlorn Destrier wrote:After all the controversy over the SiSi dumps, I can see why CCP might want to take some more time with things before they announce anything. It looks like they are in the middle of playing with a lot of different stats and stuff. A man of reason. Very rare these days.
I have a question: do you mean rare for CommanderBolt, or do you mean rare in general? :-p
CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. [...]
Ohh you guys do SCRUM? How long are your sprints?
Broonfondle Majikthies wrote:CCP Remnant wrote:(List of cloaking mechanics)[/quote]
As a min scout my concern is that this 'shimmer' will be so noticeable that it will make approaching an enemy very difficult, while at the same time I can't 'lurk' (not camping...cough) an objective due to the removal of the profile reduction skill I think I might be a really sad scout if they remove the profile reduction skill. Something about understanding how to evade the reds, how to use cover, how to pop-out from cover and surprise prey....these skills I have honed as best I can, and continue to do so, over the last year or whatever. It's such a basic part of my scout-play, I feel it won't ever be the same without it. Here's to hoping that it's not actually being replaced. Can't say I care that much for a cloaking mechanic that will leave me vulnerable when I assassinate someone. I should be rewarded with that kill by not giving anything away short of the sound of the shotgun (or almost-no-sound of the knives mua ha ha). I really would like profile reduction skill to stay with scout suits. Please? Whats a sprint or scrum
I use a tablet so beware of typos
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Kharga Lum
Xeno Labs Security
215
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Posted - 2014.01.09 19:06:00 -
[114] - Quote
DeathwindRising wrote:Aisha Ctarl wrote:CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. Too many specific issues to address (otherwise I'd be posting all day and not getting any actual authoring work done) but please keep in mind that everything on SiSi is not final. That doesn't mean that they will change, only that they can. There's plenty of time to provide constructive criticism and for us to act on that feedback. Take a hard look at the Amarr Assault bonuses. Remember, we are armor resistance tankers, we should get something like an armor plate bonus. Also, please for the love of God don't remove the laser weapon bonus. the bonuses are all flipped in dust compared to eve. in eve: gallente get armor repair bonuses amarr get armor resistance bonuses or increased hp it makes little sense why theyd want to flip them around for dust.
If you've noticed, very little about Dust is like Eve. It's an FPS with an Eve sticker on it. Dust would be better for it if they learned from Eve's 10 years of running.
Vehicles should have a capacitor.
Skills that do nothing but unlock...
Shield passive regen mechanic.
etc etc. |
Maniac Staten
The Neutral Zone
0
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Posted - 2014.01.09 19:14:00 -
[115] - Quote
Why Don't you guys FIX THE GAME BEFORE you add this Cloak mess i see more and more errors from the last update that are NOT fixed YET! pull ur head out ur azzquarters Do you guys PLAY this screwed up game? are YOU Listening to what the PLAYERS ARE SAYING? try fixing this broken mess before you RUNN OFF more good players, a fun game is now NO FUN! and Broken. |
Bunny Demon
Scions of Athra
59
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Posted - 2014.01.09 19:15:00 -
[116] - Quote
Marad''er wrote:CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. Too many specific issues to address (otherwise I'd be posting all day and not getting any actual authoring work done) but please keep in mind that everything on SiSi is not final. That doesn't mean that they will change, only that they can. There's plenty of time to provide constructive criticism and for us to act on that feedback. Don't change the amarr assault bonus! Please!!! Am really hoping you mean the current one not the SISI one because your comment is really ambiguous
Amarr logi ftw :D
(Also...ScR is pretty good)
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Poonmunch
Sanguis Defense Syndicate
779
|
Posted - 2014.01.09 19:34:00 -
[117] - Quote
CCP Remnant wrote:Asha Starwind wrote:CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. Too many specific issues to address (otherwise I'd be posting all day and not getting any actual authoring work done) but please keep in mind that everything on SiSi is not final. That doesn't mean that they will change, only that they can. There's plenty of time to provide constructive criticism and for us to act on that feedback. Could we at least get a primer on how cloaking mechanics work so people can stop jumping conclusion and inferred speculation based on one line of info. - The cloak field is a piece of equipment. - When selected the cortex is raised and you press fire to activate it. - Once activated, it goes away and your weapon is raised. You can switch to other weapons/equipment while cloaked. - You cloak. The amount of "shimmer" is increased as you move so standing still you will be nigh invisible, but when moving you will be noticeable to an extent. When cloaked, you obviously have no chevron or health bars, but the enemy reticule will flash red if you run past it. - Cloak can be deactivated by selecting it and pressing fire. - Once deactivated or it runs out it will start to recharge. - Firing a weapon while cloaked will rapidly deplete the cloak field (a single shot from a sniper rifle, for instance, will decloak you) - You can only fit one cloak field at a time.
As a dedicated sniper I need to tell you that this cloak will make me VERY over powered.
Scout suit+cloak+Thale/charge sniper rifle? Seriously?
Imagine the above combination and me sitting on one of those really tall buildings. Cloak, snipe, walk to the middle of the roof while I recharge, cloak, snipe, rinse and repeat.
Please give this some thought.
Munch
Munch for CPM 1 Campaign Headquarters
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ugg reset
Molon Labe. Public Disorder.
432
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Posted - 2014.01.09 20:01:00 -
[118] - Quote
Arkena Wyrnspire wrote:Marad''er wrote:CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. Too many specific issues to address (otherwise I'd be posting all day and not getting any actual authoring work done) but please keep in mind that everything on SiSi is not final. That doesn't mean that they will change, only that they can. There's plenty of time to provide constructive criticism and for us to act on that feedback. Don't change the amarr assault bonus! Please!!! +1 +1
Thr33 is the magic number.
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ugg reset
Molon Labe. Public Disorder.
432
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Posted - 2014.01.09 20:08:00 -
[119] - Quote
Paran Tadec wrote:CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. Too many specific issues to address (otherwise I'd be posting all day and not getting any actual authoring work done) but please keep in mind that everything on SiSi is not final. That doesn't mean that they will change, only that they can. There's plenty of time to provide constructive criticism and for us to act on that feedback. I only ask because I it is tradition. Hacking bonus for scouts?
I was talking to my bro about this yesterday and I have to disagree. as a scout I would like a bonus that plays to the strengths of the suite. in other words, not standing really still while the game broadcasts my location to the other team. good scouts keep watch while others hack IMO.
Thr33 is the magic number.
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Driftward
Subdreddit Test Alliance Please Ignore
564
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Posted - 2014.01.09 20:39:00 -
[120] - Quote
KA24DERT wrote:CCP Remnant wrote:Asha Starwind wrote:CCP Remnant wrote:Yeah... gotta love those BSD updates. We were planning to release the bundled up stats for 1.8 changes next week (2nd sprint ends next week) so that we had plenty of time to get feedback from everyone and implement any necessary changes. Too many specific issues to address (otherwise I'd be posting all day and not getting any actual authoring work done) but please keep in mind that everything on SiSi is not final. That doesn't mean that they will change, only that they can. There's plenty of time to provide constructive criticism and for us to act on that feedback. Could we at least get a primer on how cloaking mechanics work so people can stop jumping conclusion and inferred speculation based on one line of info. - The cloak field is a piece of equipment. - When selected the cortex is raised and you press fire to activate it. - Once activated, it goes away and your weapon is raised. You can switch to other weapons/equipment while cloaked. - You cloak. The amount of "shimmer" is increased as you move so standing still you will be nigh invisible, but when moving you will be noticeable to an extent. When cloaked, you obviously have no chevron or health bars, but the enemy reticule will flash red if you run past it. - Cloak can be deactivated by selecting it and pressing fire. - Once deactivated or it runs out it will start to recharge. - Firing a weapon while cloaked will rapidly deplete the cloak field (a single shot from a sniper rifle, for instance, will decloak you) - You can only fit one cloak field at a time. Proposed Addendum: -Cloak is recharged by sitting still -Fitting a cloak disables the use of a light weapon, perhaps even reduces the damage of the sidearm/grenade Optional changes: -Restrict the use of a cloak to a new GÇ£blackopsGÇ¥ scout suit with no light weapon slot, 2-3 equipment slots, and paper thin hp.
Sooo you do realize that your optional changes (ie "blackops suit" and paper thin HP suit....) are already our reality. Our suits native HP is around 200 AFTER skills.
Also, if you gimp the cloak by reducing damage or by disabling light weapons, what do you propose as the purpose or the utility of having a cloak? It fills equipment slots (and to make a 2-3 equip suit with only one weapon, hey look its a logi!) and removes the ability to fit any other equipment, so no support. It's fitting intensive so no stacked modules....whats the point? God forbid that there's a suit that approaches the medium frames usefullness, I mean you might have to actually work to kill a light frame now. |
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