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Aeon Amadi
Ancient Exiles. Renegade Alliance
4538
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Posted - 2014.01.09 10:46:00 -
[1] - Quote
Thanks for making this thread, was just about to do it myself.
The thing I don't like about this cloaking concept is that there's a statute of limitations on when cloaking will be destabilized enough to trigger it to fail. Apparently a sniper rifle shot is plenty but I honestly don't think there should be any "gray area" to it; rather, if you fire, you are de-cloaked. Plain and simple. There's no reason to over-complicate matters and allow for situations where you have no idea where you got shot from because the player used, say, a Scrambler Pistol and hit you in the head only to completely disappear because it wasn't enough to break the cloak.
So there definitely needs to be some in depth explanation on what will and will not fail a cloak if they're going to keep this route, though I would much prefer it be more black and white. You're either cloaked or your not.
This particular part is what concerns me the most: "Cloak can be deactivated by selecting it and pressing fire."
Any semi-conscious player can immediately recognize that they're setting up a situation in which a player can have an indefinite cloak if they manage their shots and/or use low caliber weaponry, at least based on assumption. As stated, we don't know what will trigger a cloak to fail at the moment but I'd rather not even let it see the light of day. It's simple, if you partake in a combat action, you're de-cloaked. A shotgun scout with a cloaking device will be a murderer as is, we don't need to provide a complicated solution to a problem that doesn't exist yet.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4538
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Posted - 2014.01.09 11:06:00 -
[2] - Quote
The dark cloud wrote:And why do i think that allmost every logi will have this equipped? Like they are on low health run around corner and cloak themself up. Well at least you cant cloak yourself forever and it has a recharge time. And good thing to know that its limited to 1 cloak field per fitting so no 3-4 cloaks on a gallente/minmatarr logi.
I'd imagine they're going to be an absolute ***** to fit and require some sacrifices outside of the Scout's bonus toward PG/CPU requirements. Logis get a bonus as well but it's only half of what the Scouts get; that's a make or break deal for fitting.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4538
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Posted - 2014.01.09 11:23:00 -
[3] - Quote
Vulcanus Lightbringer wrote:[quote=Aeon Amadi] Quote:Another thing I want to make absolutely certain of is whether or not a cloaked player can be revealed on scan. I assume they will, I know I've read somewhere that scanners are supposed to counter cloaks.
It's best not to assume anything with CCP. I'd like to see direct confirmation before I make any feedback comments prior to release and it's very important to iron out key issues early on so that we're not having to backtrack in the future.
If anything, I'd rather cloaking start out under-powered and than slowly buffed into being useful.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4555
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Posted - 2014.01.09 23:25:00 -
[4] - Quote
Sole Fenychs wrote:Aeon Amadi wrote:This particular part is what concerns me the most: "Cloak can be deactivated by selecting it and pressing fire."
So, are you against the idea of being able to de-activate the cloak to conserve energy? Because I don't see why handling your equipment with skill shouldn't be rewarded. Not to mention that activating/deactivating a piece of equipment is cumbersome enough to prevent the uncloak-fire-cloak combo.
Nah, it's the aspect that we don't know the limitations of the cloaking field. For all we know it could have enough energy to go several minutes without running out. Assuming it lasted twenty seconds or so it would be very lenient and I'd wager that the necessity for being able to fire while cloaked is lost as it seems to be a tool designed to get you from point A to point B with less detection, not an "I win" button. It all depends on how long it lasts and how many "shots" can be fired by what weapon before it decloaks.
Denak Kalamari wrote:Aeon Amadi wrote:Any semi-conscious player can immediately recognize that they're setting up a situation in which a player can have an indefinite cloak if they manage their shots and/or use low caliber weaponry, at least based on assumption. As stated, we don't know what will trigger a cloak to fail at the moment but I'd rather not even let it see the light of day. It's simple, if you partake in a combat action, you're de-cloaked. A shotgun scout with a cloaking device will be a murderer as is, we don't need to provide a complicated solution to a problem that doesn't exist yet. I agree that getting an instant decloak the moment you fire regardless of your weapon is a better idea, but where did you get the impression of an indefinite cloak? The post itself says: CCP Remnant wrote:- 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) , which would imply that the cloak can only be sustained for a certain period of time before it runs out automatically, even if you didn't do anything at all.
Indefinite by way of normal usage (it doesn't have a set number of uses like Drop-Uplinks or Nanohives) and as said in my previous post, it depends on how long it lasts. If it lasts five seconds before it decloaks from depletion of energy, it's a different story but I think they're intending this to be a thing that lasts as long as it takes you to get from one objective to another; which, in combat, is a pretty long time. It's a very powerful tool that needs to be properly managed and I don't think they're quite doing enough to do that.
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