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KA24DERT
TeamPlayers Negative-Feedback
411
|
Posted - 2014.01.09 19:31:00 -
[1] - Quote
So it seems that the direction of cloaking in this game is headed towards having a Cloaky Combat Scout.
The current proposed cloaking mechanics state that cloaks are a piece of equipment, and that light weapons can be equipped on a suit with a cloak, and be fired while cloaked.
Also, no scout has more than 1 equipment slot, thus the utility of performing scans or dropping links or mines behind enemy lines is an immediate impossibility.
This forces the scout into a combat role.
A combat role with access to rail rifles, sniper rifles, and shotguns, that can barely be detected before collecting their free kill.
I donGÇÖt think that is a good addition to the game, and will be supremely frustrating and nearly un-counterable on the battlefield. Think of a ThaleGÇÖs sniper with a cloak in the redline, sniping while cloaked, and then hiding behind structures when his cloak is in cooldown.
I think this is a pretty bad gameplay mistake.
However, I do think that cloaking has a place in this game, not as a combat scout, but as a cloaky engineer/saboteur.
In my mind, the cloaky scout role should be focused on scurrying behind enemy lines and dropping uplinks while hunting enemy uplinks. He should be able to lay minefields, he should be able run scans and report enemy movements, he should be able to sneak to an objective and hack. He should also occasionally be able to assassinate people, but not with great ease.
So in addition to CCP RemnantGÇÖs list, here are my proposed changes:
1) The cloak recharges while sitting still, thus enabling longer deployments behind enemy lines. 2) The cloak should disable the equpping of light weapons. 3) The cloak should reduce the damage of sidearms by 20% 4) Scout suits should get additional equipment slots (to fit a cloak AND something useful)
These changes will guide the cloaky scout out of the combat role, and into an infiltrator role.
Now thereGÇÖs different ways to solve the light weapon/equipment slot problem. One is to make the cloak a Light Weapon, thus freeing up the equipment slot. The other is to increase equipment slots for all scouts.
Another possible solution is to restrict cloaks to a new class of GÇ£blackopsGÇ¥ dropsuits, which will have no light weapon slot to begin with, have less HP/fitting, but have 2-3 equipment slots. I know itGÇÖs more Dev time, but I think limiting the use of a cloak to a single suit is an easier balance problem to solve than messing with the existing scout class.
But thereGÇÖs many ways to skin that cat.
TL;DR Cloaky Ganky Combat Scouts will ruin the game, Cloaky Sneaky Saboteurs will add to the game
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Galthur
CrimeWave Syndicate
197
|
Posted - 2014.01.09 19:39:00 -
[2] - Quote
Your reticle turns red when aiming at them and they glimmer while running, I see no problem killing them. Even if you can't aim your reticle will still turn red, if you can't see red or the glimmer why are you playing this game, unless scout grow wings an begin to attack you from the sky I doubt they will be a problem.
Seasoned players never left academy because it did not exist, that's why we fight alongside and against noobs.
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
7712
|
Posted - 2014.01.09 19:41:00 -
[3] - Quote
KA24DERT wrote:
I donGÇÖt think that is a good addition to the game, and will be supremely frustrating and nearly un-counterable on the battlefield. Think of a ThaleGÇÖs sniper with a cloak in the redline, sniping while cloaked, and then hiding behind structures when his cloak is in cooldown.
Additionally, Thale's snipers deep in the redline are practically invulnerable anyway.
Use a scanner to counter it. They're getting buffed further in the form of the Gallogi bonus and the profile dampening on most of the scouts is being removed.
Quote: So in addition to CCP RemnantGÇÖs list, here are my proposed changes:
1) The cloak recharges while sitting still, thus enabling longer deployments behind enemy lines. 2) The cloak should disable the equpping of light weapons. 3) The cloak should reduce the damage of sidearms by 20% 4) Scout suits should get additional equipment slots (to fit a cloak AND something useful)
I... kind of like some of these. On one hand, you give. On the other hand, you take, and it changes the role. However, I don't think the weapon penalties need to be so draconian. One thing which we absolutely should not be able to have is firing whilst cloaked, but wrecking your weaponry whilst uncloaked seems dubious.
I would prefer something more along the lines of a weapon firing delay. Although EVE is not as good a model as people think, there is a mechanic in that which does not allow you to fire your weapons for a short period after decloaking. This would prevent people from randomly instagibbing enemies from nowhere but allow the scouts to be not completely screwed if they get in a fight. Because they -will- get in a fight at some point. Everyone has to.
Quote: These changes will guide the cloaky scout out of the combat role, and into an infiltrator role.
It would help do that, but I'm dubious as to the value of such a thing. Ninja hacking is one role it could do, although if the point is even slightly guarded with these restrictions the scout is stuck. What else? Covert tank trapping, maybe?
I think that such a role would be too niche and unused.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
Gallente FW - 'Turalyon'
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Galthur
CrimeWave Syndicate
197
|
Posted - 2014.01.09 19:43:00 -
[4] - Quote
My biggest problem with the Cloak is that I want to have a Cloaked PLC fire magical balls of death at my enemies point blank but both cost high cpu/pg
Seasoned players never left academy because it did not exist, that's why we fight alongside and against noobs.
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TechMechMeds
Swamp Marines
2007
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Posted - 2014.01.09 19:43:00 -
[5] - Quote
KA24DERT wrote:So it seems that the direction of cloaking in this game is headed towards having a Cloaky Combat Scout. The current proposed cloaking mechanics state that cloaks are a piece of equipment, and that light weapons can be equipped on a suit with a cloak, and be fired while cloaked. Also, no scout has more than 1 equipment slot, thus the utility of performing scans or dropping links or mines behind enemy lines is an immediate impossibility. This forces the scout into a combat role. A combat role with access to rail rifles, sniper rifles, and shotguns, that can barely be detected before collecting their free kill. I donGÇÖt think that is a good addition to the game, and will be supremely frustrating and nearly un-counterable on the battlefield. Think of a ThaleGÇÖs sniper with a cloak in the redline, sniping while cloaked, and then hiding behind structures when his cloak is in cooldown. I think this is a pretty bad gameplay mistake. However, I do think that cloaking has a place in this game, not as a combat scout, but as a cloaky engineer/saboteur. In my mind, the cloaky scout role should be focused on scurrying behind enemy lines and dropping uplinks while hunting enemy uplinks. He should be able to lay minefields, he should be able run scans and report enemy movements, he should be able to sneak to an objective and hack. He should also occasionally be able to assassinate people, but not with great ease. So in addition to CCP RemnantGÇÖs list, here are my proposed changes: 1) The cloak recharges while sitting still, thus enabling longer deployments behind enemy lines. 2) The cloak should disable the equpping of light weapons. 3) The cloak should reduce the damage of sidearms by 20% 4) Scout suits should get additional equipment slots (to fit a cloak AND something useful) These changes will guide the cloaky scout out of the combat role, and into an infiltrator role. Now thereGÇÖs different ways to solve the light weapon/equipment slot problem. One is to make the cloak a Light Weapon, thus freeing up the equipment slot. The other is to increase equipment slots for all scouts. Another possible solution is to restrict cloaks to a new class of GÇ£blackopsGÇ¥ dropsuits, which will have no light weapon slot to begin with, have less HP/fitting, but have 2-3 equipment slots. I know itGÇÖs more Dev time, but I think limiting the use of a cloak to a single suit is an easier balance problem to solve than messing with the existing scout class. But thereGÇÖs many ways to skin that cat. TL;DR Cloaky Ganky Combat Scouts will ruin the game, Cloaky Sneaky Saboteurs will add to the game
We'll see, I said how badly that will break the game when it was just an idea that was so soonGäó that it wasn't worth thinking about.
Level 2 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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Maken Tosch
DUST University Ivy League
6341
|
Posted - 2014.01.09 19:45:00 -
[6] - Quote
After thinking about it for a while, the better solution is to make it so that you HAVE to constantly hold the cloak trigger in your hand in order to maintain the cloak. If you swap to a weapon or any other item besides the trigger, you lose the cloak.
Fair enough.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Smooth Assassin
Stardust Incorporation
677
|
Posted - 2014.01.09 19:46:00 -
[7] - Quote
Cloaky assault logi. Thats what you meant, if you think this is a buff to scouts then you're wrong.
Assassination is my thing.
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TechMechMeds
Swamp Marines
2007
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Posted - 2014.01.09 19:47:00 -
[8] - Quote
Maken Tosch wrote:After thinking about it for a while, the better solution is to make it so that you HAVE to constantly hold the cloak trigger in your hand in order to maintain the cloak. If you swap to a weapon or any other item besides the trigger, you lose the cloak.
Fair enough.
Sounds good.
Level 2 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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Atiim
Living Like Larry Schwag
3252
|
Posted - 2014.01.09 19:53:00 -
[9] - Quote
Galthur wrote:Your reticle turns red when aiming at them and they glimmer while running, I see no problem killing them. Even if you can't aim your reticle will still turn red, if you can't see red or the glimmer why are you playing this game, unless scout grow wings an begin to attack you from the sky I doubt they will be a problem. We better nerf that Red Bull then...
CoD ----->
<----- WoT
Please AR and Tank scrubs, go to your respective games. Leave DUST alone!
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jerrmy12 kahoalii
The Phoenix Federation
296
|
Posted - 2014.01.09 19:55:00 -
[10] - Quote
Atiim wrote:Galthur wrote:Your reticle turns red when aiming at them and they glimmer while running, I see no problem killing them. Even if you can't aim your reticle will still turn red, if you can't see red or the glimmer why are you playing this game, unless scout grow wings an begin to attack you from the sky I doubt they will be a problem. We better nerf that Volcano then... Fixed
I use a tablet so beware of typos
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Arx Ardashir
Imperium Aeternum
346
|
Posted - 2014.01.09 19:56:00 -
[11] - Quote
A lot of the OP's concerns were addressed 40 minutes later in a second post by CCP Saberwing. That's why it's best not to immediately jump to conclusions.
Cloaks are limited duration.
You can fire while cloaked, but each shot diminished the cloak duration, with a sniper shot immediately breaking it. So at full cloak charge, you'll only be able to do up to 209 damage (the amount for the STD sniper rifle). 209 damage isn't any different then what you can pull off by just flanking someone. it's 3 uncharged scrambler shots or 6 AR arounds (STD tier for both).
On the whole equipment thing, maybe we'll see scouts back up to 2 equipment slots, like they were pre-Uprising.
Amarr HAV Speculation
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Maken Tosch
DUST University Ivy League
6344
|
Posted - 2014.01.09 20:00:00 -
[12] - Quote
Arx Ardashir wrote:A lot of the OP's concerns were addressed 40 minutes later in a second post by CCP Saberwing. That's why it's best not to immediately jump to conclusions. Cloaks are limited duration.
You can fire while cloaked, but each shot diminished the cloak duration, with a sniper shot immediately breaking it. So at full cloak charge, you'll only be able to do up to 209 damage (the amount for the STD sniper rifle). 209 damage isn't any different then what you can pull off by just flanking someone. it's 3 uncharged scrambler shots or 6 AR arounds (STD tier for both).
On the whole equipment thing, maybe we'll see scouts back up to 2 equipment slots, like they were pre-Uprising.
The problem here is that scout suits barely have that much EHP. 209 is about the total sum of the shield and armor of most scouts.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Maken Tosch
DUST University Ivy League
6344
|
Posted - 2014.01.09 20:02:00 -
[13] - Quote
Arx Ardashir wrote:On the whole equipment thing, maybe we'll see scouts back up to 2 equipment slots, like they were pre-Uprising.
If I remember correctly, I think there is one BPO scout out there that has two equipment slots. I can't remember which.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Roy Ventus
Foxhound Corporation General Tso's Alliance
824
|
Posted - 2014.01.09 20:05:00 -
[14] - Quote
Galthur wrote:Your reticle turns red when aiming at them and they glimmer while running, I see no problem killing them. Even if you can't aim your reticle will still turn red, if you can't see red or the glimmer why are you playing this game, unless scout grow wings an begin to attack you from the sky I doubt they will be a problem.
coughJetPackscough
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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KA24DERT
TeamPlayers Negative-Feedback
411
|
Posted - 2014.01.09 20:49:00 -
[15] - Quote
Arkena Wyrnspire wrote:KA24DERT wrote:
I donGÇÖt think that is a good addition to the game, and will be supremely frustrating and nearly un-counterable on the battlefield. Think of a ThaleGÇÖs sniper with a cloak in the redline, sniping while cloaked, and then hiding behind structures when his cloak is in cooldown.
Additionally, Thale's snipers deep in the redline are practically invulnerable anyway.
Use a scanner to counter it. They're getting buffed further in the form of the Gallogi bonus and the profile dampening on most of the scouts is being removed. Thales can currently be countered by a decent sniper, or another Thale's user. This change will make them only counterable by flying a ship into the redline while scanning, then suicide dropping on them.
That's a lot of ISK to take care of one sniper.
Quote:Quote: So in addition to CCP RemnantGÇÖs list, here are my proposed changes:
1) The cloak recharges while sitting still, thus enabling longer deployments behind enemy lines. 2) The cloak should disable the equpping of light weapons. 3) The cloak should reduce the damage of sidearms by 20% 4) Scout suits should get additional equipment slots (to fit a cloak AND something useful)
I... kind of like some of these. On one hand, you give. On the other hand, you take, and it changes the role. However, I don't think the weapon penalties need to be so draconian. One thing which we absolutely should not be able to have is firing whilst cloaked, but wrecking your weaponry whilst uncloaked seems dubious. I would prefer something more along the lines of a weapon firing delay. Although EVE is not as good a model as people think, there is a mechanic in that which does not allow you to fire your weapons for a short period after decloaking. This would prevent people from randomly instagibbing enemies from nowhere but allow the scouts to be not completely screwed if they get in a fight. Because they -will- get in a fight at some point. Everyone has to. Well that is based on my opinion that a combat cloaky scout will be game breaking, as uncloaked units can already kill people in under a second while fully visible.
Having to uncloak while firing is not a sufficient nerf when a light weapon is an option. Even a targeting delay isn't enough with light weapons, since a damped rail user will happily, patiently wait for both the targeting timer and the cloak timer to run out before unleashing hell and cloaking up again.
However if you remove the light weapon, and nerf the sidearm, it becomes very hard to kill someone. I think this counters the requirement that a cloaked unit must uncloak before shooting, since an assassination will only be possible on an unaware target and still require skill/stealth, and will also cause you to show up on scan and shimmer like a light show.
Yes it will be hard to defend yourself. But in my opinion the penalty for getting caught as an infiltrator should be death.
Quote: These changes will guide the cloaky scout out of the combat role, and into an infiltrator role.
It would help do that, but I'm dubious as to the value of such a thing. Ninja hacking is one role it could do, although if the point is even slightly guarded with these restrictions the scout is stuck. What else? Covert tank trapping, maybe?
I think that such a role would be too niche and unused.[/quote]
This is intentional. Cloaky combat in an FPS is a frustrating thing to be a victim of. The effort for earning a tactical victory(mining a road, dropping links, hacking points) or killing a vital target (point defender) should be great, and the rewards should be just as fulfilling.
Invisibility should absolutely be a niche gameplay mechanic. |
Pseudogenesis
Subdreddit Test Alliance Please Ignore
92
|
Posted - 2014.01.09 23:21:00 -
[16] - Quote
Galthur wrote:Your reticle turns red when aiming at them and they glimmer while running, I see no problem killing them. Even if you can't aim your reticle will still turn red, if you can't see red or the glimmer why are you playing this game, unless scout grow wings an begin to attack you from the sky I doubt they will be a problem.
CCP, please drop everything and start developing a scout suit with wings.
Please. |
True Adamance
Kameira Lodge Amarr Empire
5495
|
Posted - 2014.01.09 23:29:00 -
[17] - Quote
I dont see a huge issue to this. As confirmed by a Dev the cloak will be fired initially, and will rapidly deplete and shimmer while you are rapidly moving or firing....
Once a scout begins that they likely have less than a few seconds to either kill the target or are to be killed themselves as they are not exceptionally combat worthy.
I see no reason, with a scout having a moderate cool down on their cloak, that they will become an OP class or detract from their role as infiltrators....if anything I think we will see the scout role become rather popular. I know for weeks now I have been planning my ideal re skilling or future skilling and both pilot and scout, light frame, are on that list alongside Amarr HAV.
My goal with the scout is a stealthy passive infiltrator role maxing the damage potential of the scout if possible, using the Amarr scouts proposed cloak cool down, in conjunction with maxed hacking skills to play the enemy's back field kill those occasional players who like to play defensively, hack, and be gone afterwards.
To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.
Reference = ISK
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Atiim
Living Like Larry Schwag
3255
|
Posted - 2014.01.09 23:35:00 -
[18] - Quote
Galthur wrote:My biggest problem with the Cloak is that I want to have a Cloaked PLC fire magical balls of death at my enemies point blank but both cost high cpu/pg But Plasma Cannons don't even use PG. And the Cloaks are CPU intensive.
Better hope that Scout fitting bonus is good enough.
CoD ----->
<----- WoT
Please AR and Tank scrubs, go to your respective games. Leave DUST alone!
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Bethhy
Ancient Exiles. Renegade Alliance
766
|
Posted - 2014.01.09 23:37:00 -
[19] - Quote
Bethhy wrote:Cloak is cool and has amazing potential.
Just............. Dust has so many things it needs right now before this...
Aiming controls and customization,
Aiming feeling right at all without a band-aid AA, Map glitches STILL,
Collision Mechanics overhaul... (we are still getting stuck on small hills really?), Stuck anywhere everywhere...
More Game modes,
Maps that make sense with multi level playability, ladders that go places, spots for snipers not in the red-line, tank fighting area's infantry fighting areas...
All the Racial weapons,
All racial vehicles,
PC overhaul,
Frame rate issues!!!!!!,
Equipment spam latency and lag issues,
Sound overhaul(footsteps, guns, vehicles positions, all of it is..... so important in gameplay and feel but we are stuck with very little emphasis on quality of this)
Massive overhaul on guiding the NPE
could make the list 3x longer if i wanted to get more depressed at the choices made to spend manhours on. while so many issues that have existed for 6 months to forever are still present.
Sadface.
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TunRa
NEW OMENS
354
|
Posted - 2014.01.09 23:40:00 -
[20] - Quote
Except that if you shoot while cloaked you uncloak, as he said if you shoot a sniper rifle you imminently uncloak. So obviously you can fire X amount of bullets before you uncloak depending on how much damage or how loud the weapon is. Not to mention that shooting will probably still produce a muzzle flash and you will be lite up like a Christmas tree if you are shooting a rapid fire gun like a rail rifle or combat rifle. However I requested that the cloak be made into a module that I can equip on my heavy suit.
Thanks CCP Foxfour
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GRIM GEAR
Ikomari-Onu Enforcement Caldari State
150
|
Posted - 2014.01.09 23:41:00 -
[21] - Quote
KA24DERT wrote:So it seems that the direction of cloaking in this game is headed towards having a Cloaky Combat Scout. The current proposed cloaking mechanics state that cloaks are a piece of equipment, and that light weapons can be equipped on a suit with a cloak, and be fired while cloaked. Also, no scout has more than 1 equipment slot, thus the utility of performing scans or dropping links or mines behind enemy lines is an immediate impossibility. This forces the scout into a combat role. A combat role with access to rail rifles, sniper rifles, and shotguns, that can barely be detected before collecting their free kill. I donGÇÖt think that is a good addition to the game, and will be supremely frustrating and nearly un-counterable on the battlefield. Think of a ThaleGÇÖs sniper with a cloak in the redline, sniping while cloaked, and then hiding behind structures when his cloak is in cooldown. I think this is a pretty bad gameplay mistake. However, I do think that cloaking has a place in this game, not as a combat scout, but as a cloaky engineer/saboteur. In my mind, the cloaky scout role should be focused on scurrying behind enemy lines and dropping uplinks while hunting enemy uplinks. He should be able to lay minefields, he should be able run scans and report enemy movements, he should be able to sneak to an objective and hack. He should also occasionally be able to assassinate people, but not with great ease. So in addition to CCP RemnantGÇÖs list, here are my proposed changes: 1) The cloak recharges while sitting still, thus enabling longer deployments behind enemy lines. 2) The cloak should disable the equpping of light weapons. 3) The cloak should reduce the damage of sidearms by 20% 4) Scout suits should get additional equipment slots (to fit a cloak AND something useful) These changes will guide the cloaky scout out of the combat role, and into an infiltrator role. Now thereGÇÖs different ways to solve the light weapon/equipment slot problem. One is to make the cloak a Light Weapon, thus freeing up the equipment slot. The other is to increase equipment slots for all scouts. Another possible solution is to restrict cloaks to a new class of GÇ£blackopsGÇ¥ dropsuits, which will have no light weapon slot to begin with, have less HP/fitting, but have 2-3 equipment slots. I know itGÇÖs more Dev time, but I think limiting the use of a cloak to a single suit is an easier balance problem to solve than messing with the existing scout class. But thereGÇÖs many ways to skin that cat. TL;DR Cloaky Ganky Combat Scouts will ruin the game, Cloaky Sneaky Saboteurs will add to the game
You seem very biased towards scouts. when it comes to the crunch other suits can use the cloak too you complete twit.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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Aizen Intiki
Hell's Gate Inc League of Infamy
648
|
Posted - 2014.01.10 00:08:00 -
[22] - Quote
1: From what Remnant said, Scouts are probably getting a second eq. slot. Proof? "Individual race skill bonuses will create opportunities for cloaked scouts to scan further and longer than other dropsuits..." Okay, so what does this show? well, notice that it says longer. With passive scanning, only the further part makes sense. longer applies to either the duration of the scan or how long the enemy is scanned for, and those 2 variables only makes sense for active scanning. Therefore, there will probably be 2 eq. slots on the Scouts.
2: Looking at the new skills, either the cloak runs on a timer or stamina. Therefore you could make a weapon firing off take away some of that stamina or time, as all that heat coming off these weapons would probably interfere with it. Make it very severe, so if you fire off even one, the time of the cloak will shorten much quicker.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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BL4CKST4R
WarRavens League of Infamy
1522
|
Posted - 2014.01.10 00:08:00 -
[23] - Quote
Firing while being cloaked is definitely not gamebreaking. Maybe if am assault suit does it but not a scout. Scouts can't even use damage mods so if your not careful as soon as you uncloak your going to get mowed down by the wrath of God himself. At top tier a scout would need to unleash close to 1000 damage before the victim turns around and shoots back. |
KA24DERT
TeamPlayers Negative-Feedback
413
|
Posted - 2014.01.10 04:49:00 -
[24] - Quote
GRIM GEAR wrote: You seem very biased towards scouts. when it comes to the crunch other suits can use the cloak too you complete twit.
Thanks for bringing that up, I automatically assumed that the cloak would be scout only.
If the cloak is available for all suits, then that's a problem bigger than the scope of this thread. |
Faquira Bleuetta
0uter.Heaven
147
|
Posted - 2014.01.10 05:02:00 -
[25] - Quote
KA24DERT wrote:So it seems that the direction of cloaking in this game is headed towards having a Cloaky Combat Scout. The current proposed cloaking mechanics state that cloaks are a piece of equipment, and that light weapons can be equipped on a suit with a cloak, and be fired while cloaked. Also, no scout has more than 1 equipment slot, thus the utility of performing scans or dropping links or mines behind enemy lines is an immediate impossibility. This forces the scout into a combat role. A combat role with access to rail rifles, sniper rifles, and shotguns, that can barely be detected before collecting their free kill. I donGÇÖt think that is a good addition to the game, and will be supremely frustrating and nearly un-counterable on the battlefield. Think of a ThaleGÇÖs sniper with a cloak in the redline, sniping while cloaked, and then hiding behind structures when his cloak is in cooldown. I think this is a pretty bad gameplay mistake. However, I do think that cloaking has a place in this game, not as a combat scout, but as a cloaky engineer/saboteur. In my mind, the cloaky scout role should be focused on scurrying behind enemy lines and dropping uplinks while hunting enemy uplinks. He should be able to lay minefields, he should be able run scans and report enemy movements, he should be able to sneak to an objective and hack. He should also occasionally be able to assassinate people, but not with great ease. So in addition to CCP RemnantGÇÖs list, here are my proposed changes: 1) The cloak recharges while sitting still, thus enabling longer deployments behind enemy lines. 2) The cloak should disable the equpping of light weapons. 3) The cloak should reduce the damage of sidearms by 20% 4) Scout suits should get additional equipment slots (to fit a cloak AND something useful) These changes will guide the cloaky scout out of the combat role, and into an infiltrator role. Now thereGÇÖs different ways to solve the light weapon/equipment slot problem. One is to make the cloak a Light Weapon, thus freeing up the equipment slot. The other is to increase equipment slots for all scouts. Another possible solution is to restrict cloaks to a new class of GÇ£blackopsGÇ¥ dropsuits, which will have no light weapon slot to begin with, have less HP/fitting, but have 2-3 equipment slots. I know itGÇÖs more Dev time, but I think limiting the use of a cloak to a single suit is an easier balance problem to solve than messing with the existing scout class. But thereGÇÖs many ways to skin that cat. TL;DR Cloaky Ganky Combat Scouts will ruin the game, Cloaky Sneaky Saboteurs will add to the game
u always qq always ur jimmies are weak |
Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
224
|
Posted - 2014.01.10 05:05:00 -
[26] - Quote
i say YES to the cloak scout and i say the game first needs to see how the cloak fares BEFORE talking about nerfs or buffs
Dragons don't have friends. The nearest we can get to the idea is an enemy who is still alive.
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Ivy Zalinto
Lo-Tech Solutions Ltd
246
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Posted - 2014.01.10 05:07:00 -
[27] - Quote
People on the field already seem to be blind or dumb as a rock...dont see how making us actually invisible will help them. Not to mention theres been talk of a upgrade to scouts other than the cloak. Maybe a second equipment slot or something would be in the works. Though i doubt it, I already have fitting issues when trying to run the things I like to run.
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Scrambler Pistol dedication
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Harpyja
DUST University Ivy League
1057
|
Posted - 2014.01.10 05:10:00 -
[28] - Quote
I think you should only be able to shoot while not cloaked. You should be unable to perform any offensive actions other than melee for a second or two after deactivating the cloak.
This will stay in line with EVE's cloaking mechanics where you're unable to lock targets for a certain amount of time after decloacking. This can also lead to specialized roles that are fragile but can fire immediately after decloaking (like the stealth bombers in EVE). I think scouts should get this ability to fire immediately after decloaking, while every other suit has a delay (call it sensor recalibration or whatever).
But I say NO to being able to shoot while remaining cloaked.
I also hope that if any player (friend or foe) gets too close, the cloaked player becomes uncloaked. Edit: taking any damage (perhaps fall damage excluded) should decloak cloaked players as well.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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mollerz
Minja Scouts
1696
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Posted - 2014.01.10 05:11:00 -
[29] - Quote
Cool. Let's remove 4 slots off the logis. Make scouts much faster. make heavies and logis much slower. and buff assaults to what logis were.
You gotta hustle if you wanna make a dolla
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Ghost Kaisar
Titans of Phoenix Legacy Rising
1696
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Posted - 2014.01.10 05:50:00 -
[30] - Quote
I am a scout.
I don't want to be able to shoot through a cloak.
Others may not agree, but this is where I stand.
I would use it to run into area where I know I would be seen, and then turn it off when behind enemy lines.
Flank target. Kill red dots. Run when they see me. Use cloak to evade pursuers. Draw them away from the main force. Eliminate them one by one.
That's how it should be.
Also, it should be scout only. Or at least exempt to the Logi Equipment bonus.
I don't want logis to take our freaking role AGAIN.
Get over it. If you don't play to win in FW, then you're playing for Caldari. -Patrick57
Minmatar. In Rust we trust.
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