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Thread Statistics | Show CCP posts - 2 post(s) |
Paran Tadec
The Hetairoi
1888
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Posted - 2014.01.09 20:40:00 -
[121] - Quote
Driftward wrote: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.
Side arms only? Lol
Bittervet Proficiency V
thanks logibro!
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Acturus Galaxy
Lo-Tech Solutions Ltd
332
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Posted - 2014.01.09 20:41:00 -
[122] - Quote
Poonmunch 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. 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
It is still better than seing 1000+ ehp heavies shiping with Thales. Then I much prefer you use a skinny scout that is easy to take out.
I have so very often tracked down a sniper as a scout only to discover a proto heavy with a zillion ehp that take 4-5 shotgun hits and then quickly kills me with a BPO SMG. |
Bones McGavins
TacoCat Industries
405
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Posted - 2014.01.09 20:46:00 -
[123] - Quote
Guys it takes 1 complex dampener to get med suits below the adv scan. It sounds easy to build a cloaking scanner immune fit. Cloak would be an awesome equipment if you couldn't fire (or even hold/aim) your gun while cloaked. Listen to the players ccp. Nobody wants cloaking while firing. Scouts biggest problem is getting into a position to cause damage without someone spotting them. Cloak will still help them a ton even if you can't use it with a gun. |
Skihids
Bullet Cluster Legacy Rising
2668
|
Posted - 2014.01.09 20:47:00 -
[124] - Quote
Poonmunch 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. 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
Counter snipers will still be scanning all the known perches and will get a red reticle when aiming at you, so you will still be vulnerable to a skilled counter sniper. |
Acturus Galaxy
Lo-Tech Solutions Ltd
332
|
Posted - 2014.01.09 21:00:00 -
[125] - Quote
Bones McGavins wrote:Guys it takes 1 complex dampener to get med suits below the adv scan. It sounds easy to build a cloaking scanner immune fit. Cloak would be an awesome equipment if you couldn't fire (or even hold/aim) your gun while cloaked. Listen to the players ccp. Nobody wants cloaking while firing. Scouts biggest problem is getting into a position to cause damage without someone spotting them. Cloak will still help them a ton even if you can't use it with a gun.
I only think non scouts are considering this OP. I am a scout and it is only in the open area maps that it difficult to sneak around without the cloak. It is already very easy without the cloak to sneak up on someone and the shimmering when moving will still give you away.
Without 2 equipment slots it will not be used that much. I still die after 2-3 railrifle shots, even cloaked it will be high risc to engage more than one lonely merc.
I really cannot see the issue here, as scout I would use it to escape when a group of reds see me. Without the extra equipment slot is it really not that usefull, I am running out of ammunition having ARs equipped, I cannot carry droplinks to have teammates spawn behind enemy line. I would be alone, without ammunition.
Now I can finally build a proto scout with scout modules and not die 5-10 times loosing 1 mill isk. Currently I have to tank my proto scout and change him to a light assault to avoid dying too many times. This cloaking device is seriously needed to make scout builds working.
Consider this, today I sneak up on red dot, quickly aims for the head and shots when he is still for a split second. With the proposed changes mentioned in this thread I need to spend extra time to decloak before shooting, making it useless for anything but sneaking around, which is already possible with a dampened scout. I would rather use that equipment slot for something else if we receive two and spam droplinks. |
Flint Beastgood III
GunFall Mobilization Covert Intervention
438
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Posted - 2014.01.09 21:12:00 -
[126] - 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.
Good to hear!
Gÿó +¦ +¦ Gÿó
Trained Skills
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Quil Evrything
Triple Terrors
677
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Posted - 2014.01.09 21:27:00 -
[127] - Quote
Bones McGavins wrote: Nobody wants cloaking while firing.
Which is why I made a proposal a few weeks ago, for cloak to fill WEAPONS slot, not eq slot.
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Quil Evrything
Triple Terrors
677
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Posted - 2014.01.09 21:30:00 -
[128] - Quote
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.
That makes no sense to me. Once a scout is seen, he is dead. A cloak doesnt make you invulnerable, it just makes you invisible. If you are spotted, it takes approximately 0.5 seconds to kill you with a duvolle. It takes approximately 0.5 seconds to activate a cloak, i would guess. There is no "allow scouts to retreat effectively" there.
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Zahle Undt
Bullet Cluster Legacy Rising
534
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Posted - 2014.01.09 21:33:00 -
[129] - Quote
I would rather have the content out and be game unbalancing rather than hold it back as far as releasing new suits goes, however, these new bonuses to assaults and commandos without some over all decrease to weapon damage or increase to base HP is going to make the game even more of a twitch lobby shooter and that is not going to be good for the game....
But like I said I would rather have the stuff out and adjust in the next month rather than hold it back |
jerrmy12 kahoalii
The Phoenix Federation
297
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Posted - 2014.01.09 21:34:00 -
[130] - Quote
Quil Evrything wrote: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.
That makes no sense to me. Once a scout is seen, he is dead. A cloak doesnt make you invulnerable, it just makes you invisible. If you are spotted, it takes approximately 0.5 seconds to kill you with a duvolle. It takes approximately 0.5 seconds to activate a cloak, i would guess. There is no "allow scouts to retreat effectively" there. Scoits need a hp buff
I use a tablet so beware of typos
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Flint Beastgood III
GunFall Mobilization Covert Intervention
438
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Posted - 2014.01.09 21:42:00 -
[131] - Quote
dust badger wrote:CCP Remnant wrote:
- When selected the cortex is raised and you press fire to activate it.
why dont you make it so you have to have this out all the time and then when you bring your weapon out it decloaks
This is how I always thought they would have it. With people saying it should match EVE cloaking, maybe they should do it this way.
Gÿó +¦ +¦ Gÿó
Trained Skills
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Flint Beastgood III
GunFall Mobilization Covert Intervention
438
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Posted - 2014.01.09 21:50:00 -
[132] - Quote
Heinrich Jagerblitzen wrote:I am still extremely wary that "fire while cloaked" could quickly to lead to miserable gameplay. The critical question here is, what happens if the shots fired don't fully deplete the cloak? Is fully depleting the cloak necessary for the user to appear on a scan, or to have a chevron? My concern is over the ability to sneak up and headshot a victim with a scrambler pistol while only partially depleting the cloak field, allowing a user to obtain kills without ever fully decloaking.
At the end of the day "gotcha" kills can be really boring and obnoxious in a game trying to be even remotely tactical. If you listen carefully to the community, I really think the heart of the TTK frustration is linked to this very same experience. Players like to know how how they died and to have an opportunity to defend themselves, and I don't see any window of opportunity for victims to respond to a "gotcha" moment given the proposed cloak mechanics.
The cloak, to me, should be an infiltration tool and nothing more. A way to sneak near an enemy despite strong presence nearby. There is a very fine line between an infiltration tool and a combat trick - and its the evasion capability of the cloak that is your strongest design element. I'd push this even further, ensuring that cloaks evade all scanners completely, as long as the user has to put the cloak away before they draw a weapon. It's still incredibly powerful, especially in the current combat meta where scanners are so prevalent.
That's not to say that such a model wouldn't empower Scouts to excel as stealthy assassins, there is still immense power and fun to be had evading scanners and flanking an enemy even if you appear on their radar only seconds before you open fire. Sure, heavies have a quick turn speed these days, but I can see many ways to still get the jump on one before he can respond (especially if Scouts hunt in packs).
I strongly urge your team to consider having the operator hold the cortex in hand for the duration of the time the user is cloaked. Switching to a weapon would drop the cortex as well as the cloak effect. This way players have a choice between stealth travel and normal combat, while keeping the two distinct enough that the overlap doesn't create broken situations. Its a subtle difference, that still preserves your original intent for the cloak.
Thanks again for sharing this with the community, I look forward to discussing this more in the coming weeks.
Well put
Gÿó +¦ +¦ Gÿó
Trained Skills
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Joel II X
Dah Gods O Bacon
471
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Posted - 2014.01.09 21:59:00 -
[133] - Quote
Mordecai Sanguine wrote: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 ? The Scout description. Did you read it? |
Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
100
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Posted - 2014.01.09 23:24:00 -
[134] - Quote
Scouts can sneak around without being noticed just fine right now, they don't need to be literally invisible. Changing the role bonus to force them down that path is a horrible idea. Basing their stealthiness around cloaks means they won't be able to carry remotes or uplinks. Since cloaks are supposedly countered by active scanners, removing their profile reduction means they'll need to start carrying dampeners instead of mobility boosting modules.
Good scouts are a pain in the ass to fight, but ****** scouts are a dime a dozen and drop like flies. Scouting requires more twitch-shooter skills on the player's part than any other class in Dust. Aside from getting the other racial suits, the class doesn't need to be shaken up. |
TunRa
NEW OMENS
354
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Posted - 2014.01.09 23:31:00 -
[135] - Quote
excillon wrote:
Requests:
1. Cloaks can't activate in the redline. 2. If the cloaked enemy passes directly in front of the reticule, make the chevron pop. Like in KZ3 with marksmen. 3. Scanners disrupt cloaks. 4. Flux grenades disable cloaks. 5. A new item, a beacon, that will emit a radius of interference that can be placed around an objective point, and can be carried like nanohives, nanites, etc. 6. Firing completely breaks cloak (again, like KZ3). 7. Make it use a TON of PG/CPU to avoid god modes. Make the cloak users choose between a cloak and a proto shotty or sniper rifle.
Can't you shoot in KZ3 if you upgrade the skill? And be perma cloaked too?
Thanks CCP Foxfour
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Monkey MAC
Lost Millennium
1524
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Posted - 2014.01.09 23:52:00 -
[136] - Quote
I think cloaks like this are fine. If it takes 1 Sniper Shot to decloak, it will probably take 1 Shotgun Round, or 1 MD round, or only half a dozen rifle rounds.
The scouts MO of picking of the Isolated and alone won't change. The fact that a Scout can fire 1 shot while cloaked isn't gonna allow noobs to carve through entire squads all of a sudden. Not to mention the glimmer effect, now I don't know if any of you play Assassins Creed Multiplayer, but that had a cloak and hardly anyone used it, because as soon as you went any faster than a walk you glimmer so much you were easier to spot.
Finally if they intend to make a Cloak Matrix a piece of equipment instead of being built directly into the suit, they need to give Scouts a second equipment slot.
1 for the cloak, 1 for whatever job that scout wants to do.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
17
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Posted - 2014.01.09 23:59:00 -
[137] - Quote
Why is the overall scout bonus a bonus to cloaking fits?
This one change is causing an uproar already and at the same time it's forcing scouts to have nearly no choice but to use it. I don't really care about cloaking and probably wouldn't bother if I could play Scout the way I do now. Give me an extra equipment slot and I'm bringing an active scanner and uplinks.
No extra equipment slot? Then this is basically a horrendous nerf to Scouts relegating them to a really dull role of annoying the enemy and ruining their fun. |
Gaff Origami
ZionTCD Public Disorder.
69
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Posted - 2014.01.10 00:31:00 -
[138] - Quote
Didn't have time to read beyond page 4 but in my opinion a smart scout would use cloak to get away from a hot spot and not get into one. As was stated previously, they can already be "scanner" invisible fairly easily with their baseline profile and dampening skills and their speed let's them get into any battle quickly...it's getting out and surviving for another engagement that's the challenge. What moron would shoot their load for 1 cheap no-skill kill, you won't make any ISK that way? Use skill to get in and make the kill and use cloak to get your butt out. |
George Moros
Area 514
271
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Posted - 2014.01.10 08:49:00 -
[139] - Quote
Heinrich Jagerblitzen wrote: I am still extremely wary that "fire while cloaked" could quickly to lead to miserable gameplay...
I agree with your post, but it seems to me that "firing while cloaked" ability is something that CCP is pretty determined to implement. Caldari scout suit even has a bonus directly connected with the ability.
I really, really hope they know what they are doing with this.
Pulvereus ergo queritor.
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boba's fetta
Dead Man's Game
171
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Posted - 2014.01.10 09:35:00 -
[140] - 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.
this is pretty much how id told people it would work. this is perfect. and as a heavy im likly to be on the wrong end of this epic work ccp =)
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Borne Velvalor
Endless Hatred
2117
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Posted - 2014.01.10 09:40:00 -
[141] - Quote
I'm not sure how the cloak's fitting costs will work out. I'm guessing other suits can use them. If they can fit on a Scout with low PG/CPU, then they can fit on other suits. The costs need to be reasonable enough to be able to fit on a STD Scout with only a 10% reduction in costs and an ADV Scout with 30% reduction, since not everyone is running proto. In this case, they would fit with no problems on many other suits. Cloaked Scouts will be a pain, sure, but I'm more worried about the cloaked Minmatar Assaults with 10% RoF boost and 125% damage modifier efficacy.
Also, my support logistics on my alt is definitely going repair/revive/cloak. Players will be rising from their graves with nary a trace of the necromancer in Ambush.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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zzZaXxx
The Exemplars Top Men.
238
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Posted - 2014.01.10 10:31:00 -
[142] - 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.
LOVE how yall rollin these days! I remember pleading on CPM threads for just this approach, which both sides seem to have bought into. The heart and soul of the game is getting ever healthier. |
Atom Heart Mother
Nazionali Senza Filtro
109
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Posted - 2014.01.10 10:42:00 -
[143] - 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.
Looking forward for an AV buff |
Shadow Panther1
Psygod9 D.E.F.I.A.N.C.E
9
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Posted - 2014.01.10 16:04:00 -
[144] - Quote
- 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.[/quote]
Can I use my rep tool, scanner and, drop nano hives or uplinks and still remain cloaked?
nil grave est para qui eorum -
"Nothing is heavy to those who have Wings"
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Poonmunch
Sanguis Defense Syndicate
784
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Posted - 2014.01.10 16:51:00 -
[145] - Quote
Skihids wrote:Counter snipers will still be scanning all the known perches and will get a red reticle when aiming at you, so you will still be vulnerable to a skilled counter sniper.
I understand what you are saying.
I'll be using the same counter-sniping tactic.
I'll also sit in different, more open places because they are not obvious sniper perches. You won't see me.
Also, if I pop a nanohive and sit in it, the tiny red dot a counter sniper gets will be swamped out by the larger red graphic of the hive.
Currently, if a player sits in a pile of nanohives (3 or 4 in the same place) it is very difficult to snipe them because it is hard to see them. This is because of the overlapping red graphics of the hives and the "bubbles" that they emit. Even if I get a chevron and hit bars.
Munch
Munch for CPM 1 Campaign Headquarters
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Skihids
Bullet Cluster Legacy Rising
2676
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Posted - 2014.01.10 17:31:00 -
[146] - Quote
Poonmunch wrote:Skihids wrote:Counter snipers will still be scanning all the known perches and will get a red reticle when aiming at you, so you will still be vulnerable to a skilled counter sniper. I understand what you are saying. I'll be using the same counter-sniping tactic. I'll also sit in different, more open places because they are not obvious sniper perches. You won't see me. Also, if I pop a nanohive and sit in it, the tiny red dot a counter sniper gets will be swamped out by the larger red graphic of the hive. Currently, if a player sits in a pile of nanohives (3 or 4 in the same place) it is very difficult to snipe them because it is hard to see them. This is because of the overlapping red graphics of the hives and the "bubbles" that they emit. Even if I get a chevron and hit bars. Munch
True, you can hide in the open. Well, until you take a shot and then you will be visible in the open for the full cloak cool down. Then you will be a more obvious target. Eventually those spots will be visually scanned as well.
Active hives may mask you, but they also attract attention. I can see counter snipers watching the location for a shot to unmask you. I can also see dropships making a visit to pound them with a few missiles and finding you in the process.
Then there is always a GAL Logi with a long range proto scanner who can find you if you RE too much of a pest.
Overall I don't see cloaked snipers being too big a problem. |
Quil Evrything
Triple Terrors
699
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Posted - 2014.01.10 18:23:00 -
[147] - Quote
Poonmunch wrote: Currently, if a player sits in a pile of nanohives (3 or 4 in the same place) it is very difficult to snipe them because it is hard to see them. This is because of the overlapping red graphics of the hives and the "bubbles" that they emit. Even if I get a chevron and hit bars.
Munch
you (and others) havent been paying attention. The key is that you get Tac Readout. Which is on the side, away from the bubble spam.
When you have tac readout, you're on target. When you dont have it, you're not.
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
520
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Posted - 2014.01.10 20:28:00 -
[148] - Quote
Heinrich Jagerblitzen wrote: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.
I am still extremely wary that "fire while cloaked" could quickly to lead to miserable gameplay. The critical question here is, what happens if the shots fired don't fully deplete the cloak? Is fully depleting the cloak necessary for the user to appear on a scan, or to have a chevron? My concern is over the ability to sneak up and headshot a victim with a scrambler pistol while only partially depleting the cloak field, allowing a user to obtain kills without ever fully decloaking. At the end of the day "gotcha" kills can be really boring and obnoxious in a game trying to be even remotely tactical. If you listen carefully to the community, I really think the heart of the TTK frustration is linked to this very same experience. Players like to know how how they died and to have an opportunity to defend themselves, and I don't see any window of opportunity for victims to respond to a "gotcha" moment given the proposed cloak mechanics. The cloak, to me, should be an infiltration tool and nothing more. A way to sneak near an enemy despite strong presence nearby. There is a very fine line between an infiltration tool and a combat trick - and its the evasion capability of the cloak that is your strongest design element. I'd push this even further, ensuring that cloaks evade all scanners completely, as long as the user has to put the cloak away before they draw a weapon. It's still incredibly powerful, especially in the current combat meta where scanners are so prevalent. That's not to say that such a model wouldn't empower Scouts to excel as stealthy assassins, there is still immense power and fun to be had evading scanners and flanking an enemy even if you appear on their radar only seconds before you open fire. Sure, heavies have a quick turn speed these days, but I can see many ways to still get the jump on one before he can respond (especially if Scouts hunt in packs). I strongly urge your team to consider having the operator hold the cortex in hand for the duration of the time the user is cloaked. Switching to a weapon would drop the cortex as well as the cloak effect. This way players have a choice between stealth travel and normal combat, while keeping the two distinct enough that the overlap doesn't create broken situations. Its a subtle difference, that still preserves your original intent for the cloak. Thanks again for sharing this with the community, I look forward to discussing this more in the coming weeks.
I see your points and agree that they are a valid concern. However before we completely stop the ability to 'fire' while cloaked I would like to know a few more things about it - and I know that you haven't completely judged it either, you concerns were just well presented.
Can the player do other things while cloaked - as has bee stated does using equipment count? What is the time limit? And does it indeed fit in the equipment slots or is is an entirely new slot?
For me, a logi, this is very exciting as it appears to be the first kind of super module for soldiers - stuff that we talked about so long ago. With the successful introduction of this item similarly complicated items have the possibility of becoming a reality. It may not be for some time, but I still like what the cloaking device represents.
Another issue for me is how complicated is it to decloak in EVE? Is it a button press? Can one only 'not fire'? Only move or warp? or can one activate other modules or items? Was it a drain on capacitors or something that would justify why a cloaked ship couldn't fire?
I guess I'm looking for that reason - and I may have missed the post - because things work differently in Dust sometimes and while dropsuits have many comparable features to the space ships of Eve, they are still not the same.
Currently I love how it works, and without further details and experimentation I don't think we can yet condemn the mechanics. Lets see how it does in gameplay - though there does need to be a defense against it. Perhaps further EWAR items like Jammers and the suggested 'beacons' will come out in time as well to provide for very interesting situations.
The Logi Code. LogiChannel: RedBleach Republic
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IAmDuncanIdaho II
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Posted - 2014.01.11 10:14:00 -
[149] - Quote
As a scout, I agree that using cloak to retreat rather than get into offensive positions would likely be how I would use it too. Partly because when my little mission (whatever it is, assassinating, drop uplink placement, etc.) is finished, I may have compromised my position (especially when it's assassination; even nova knives make a small noise). Getting into those positions undetected is part of the fun and takes some degree of skill. Problem is, *if* they are removing the profile reduction role bonus, then getting *into* position is going to be really hard, isn't it? I may have no choice than to use the cloak on the way in, which means I'm less likely to escape.
Really don't like the idea of removing such a fundamental racial bonus from a role that depends on it to be at all useful. Can't really see how cloak is gonna allow me to do that, because it's not an always on effect.
That said, and trying to be objective, perhaps all it means is any light suit (scouts included) that wants to continue to play stealthy has to achieve L5 in profile dampening to guarantee their profile is lower than any non-light suit, maintaining the status quo.
Overall, biggest problem I see is scanners lighting me up where they didn't before, and I can't afford to give up low slots for dampeners. No idea what the new maths would be on the profile signatures without that bonus, but right now a fully levelled scout suit can avoid all scanners except one or two of the prototype versions. I am guessing this will change if that racial bonus is removed, and that will suck.
Anyway, back to my dropships for now :-o
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fawkuima juggalo
Eternal Beings
842
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Posted - 2014.01.14 02:40:00 -
[150] - 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. i like it.... except the firing while cloaked.... you should be able to melee but not fire a weapon or throw grenade, but i wouldnt mind being able to throw equipment down while cloaked though.
---OFFICIAL LOGISTICS REGISTRY BOARD/ H.O.F.----
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