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Iron Wolf Saber
Den of Swords
11749
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Posted - 2014.01.09 20:25:00 -
[1] - Quote
Well, a not so quick bullet list since I keep getting bombarded on twitter.
Fitting
- Cloaks must remain equipment.
- Must be difficult to fit.
- Is CPU Intensive
- Scout suits bonus should be high enough they can go full standard loadout with all other module slots. (this may mean the bonus might have to go much higher)
- Higher tier Commando, Lights, Mediums, Assaults, and Logistics would have to downgrade modules to fill all slots
Usage
- Cannot activate while HP values are changing (neither positive or negative gains)
- A distinctive noise must accompany the cloak and decloak and has proximity priority in playing (in an even max number of sound channels are used, for example you're in a nanohive nest in a middle of a fire fight, the decloak sound still still play but you may not notice it still due to the other noises but it was played regardless.)
- Cloak sound range is similar to that of a shotgun
- Cloaks have an endurance time
- Cloaks have a cooldown time
- Cloaks have a disrupted time (that if cloak is involuntarily activated this is a penalized cooldown before regular starts)
- Cooldown can remain relatively short, while the disrupted time must be significantly long enough for a fire fight.
- Cloaks are forcibly deactivated by proximity to hackable objects such as vehicles, consoles, and OMS objects.
- Cloaks may be forcibly deactivated by proximity to hostile
- Cloaks might be forcibly deactivated by proximity to other friendly players even if they are cloaked.
- Suggested forced deactivation range 2 meters.
- Stressed movements could drain the cloak faster (anything that consumes stamina)
- Can issue squad commands, call in vehicles, and use orbital support while cloaked.
- Can climb ladders while cloaked
Weapons
- No guns, no firing from cloaked, must deactivate then swap, the swap is going to be slightly delayed, if forcibly deactivated will swap to last used weapon.
- Cannot use other equipment or activate other equipment such as remote explosives.
Meta
- Cloak progression should focus on cooldown or duration but not thresholds in shimmer or lowering the condition to which cloaks are disadvantaged.
- Cloak variants can play around with play trade off with how fast, how long, and shimmer limitation or even fitting (a lightweight fit cloak that is purely utter crap for example)
- Scout progression should focus on stealthing, damage, speed, sensors, fleeting tanks (high regen short endurance), hacking even but should only very lightly touch on cloaking bonuses. This prevents scouts from being shoe horned into MUST fitting cloaks.
- Examples Gal (Light Damage or Profile) Cal (Sensor range or Sensor Strength) Min (Sidearm damage or Hacking) Amarr (speed or base hp)
This of course is working under the assumption that there will be no changes to the scanners and that cloaks might reduce the suit sig by half maybe.
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
7723
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Posted - 2014.01.09 20:29:00 -
[2] - Quote
My greatest concern is that I will be able to simply toss one on my Gallogi.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
Gallente FW - 'Turalyon'
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Iron Wolf Saber
Den of Swords
11751
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Posted - 2014.01.09 20:32:00 -
[3] - Quote
Arkena Wyrnspire wrote:My greatest concern is that I will be able to simply toss one on my Gallogi.
Overall the more I think about the more I think we just need a blanket fitting bonus to all specialist suits
Scouts: cloak Assaults : upgrade modules (biotics and damage mods currently) Logi : Deployable Equipment Sentinel : heavy weapon Commando : light weapon
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Everything Dies
Chatelain Rapid Response Gallente Federation
418
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Posted - 2014.01.09 20:34:00 -
[4] - Quote
Arkena Wyrnspire wrote:My greatest concern is that I will be able to simply toss one on my Gallogi. I'm sure you'll be seeing it most any suit types...so long as players are comfortable giving up equipment/module strength in return.
Life is killing me.
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Reav Hannari
Red Rock Outriders
2494
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Posted - 2014.01.09 20:37:00 -
[5] - Quote
Quite the list of demands. I could shorten that list by making the first one be "Release the cloaking dev blog" so that we know how they intend for them to work.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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Galthur
CrimeWave Syndicate
198
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Posted - 2014.01.09 20:43:00 -
[6] - Quote
I would edit some things: Cannot activate while HP values are changing (neither positive or negative gains) to Cannot activate within 5 seconds of taking damage or while regenerating shields
Cloaks are forcibly deactivated by proximity to hackable objects such as vehicles, consoles, and OMS objects. to Cloaks are deactivated upon beginning to hack and alert system shows player on map upon this for enemies within 15 meters
Cloaks may be forcibly deactivated by proximity to hostile Cloaks might be forcibly deactivated by proximity to other friendly players even if they are cloaked. to Players within 2 meters friendly or foe can clearly see cloaked user (similar to shadowfall in how it would look)
Cannot use other equipment or activate other equipment such as remote explosives. to Cannot use or place equipment besides RE's which one can detonate but not place until uncloaked
No guns, no firing from cloaked, must deactivate then swap, the swap is going to be slightly delayed, if forcibly deactivated will swap to last used weapon. adjusted so You can have your gun out but firing will activate a 4 second delay once over the users weapon will start firing (with slight recharge delay of 8 sec), deactivating using your equipment will do as said but without penalty to recharging and slightly faster
Seasoned players never left academy because it did not exist, that's why we fight alongside and against noobs.
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Beren Hurin
Onslaught Inc RISE of LEGION
1968
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Posted - 2014.01.09 20:46:00 -
[7] - Quote
If shimmer on cloaks is actually a significant drawback of sprinting with them, I'm anxious to see how deadly they are in CQC. The fear seems to be how they would be used with sniper rifles.
I'm not sure about the fitting restrictions of sniper rifles on scouts, but what I do know is that I rarely see snipers on their first shot. Often it takes more than one shot to kill a player too. As has been mentioned that sniper rifles will likely completely phase off the cloak, which may let it come back fairly quickly, but a rapid fire succession of shots would/could likely be enough to render the cloak pointless during shooting.
I think some things remain to be seen:
1) How much do different weapons dephase the cloak? If I'm 100% visible after 250 damage leaves my weapon and it takes 2-3 seconds before I'm invisible + shimmering again as I move away that could be tactically balanced.
2) How much of a liability is this shimmer effect? If you cant really pull off a shot gun/knife scout because you light up a room because you are glowing then really shooting from invisibility isn't that great of an advantage. |
Daxxis KANNAH
Distinct Covert Initiative
604
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Posted - 2014.01.09 20:50:00 -
[8] - Quote
Cloaks might be forcibly deactivated by proximity to other friendly players even if they are cloaked. - Only if you get rid of equipment spam. Check that. No, this has long been a ploy in warfare to disguise numbers
A distinctive noise must accompany the cloak and decloak and has proximity priority in playing (in an even max number of sound channels are used, for example you're in a nanohive nest in a middle of a fire fight, the decloak sound still still play but you may not notice it still due to the other noises but it was played regardless.) - Why, to make it easier for players who already dont try to improve their situational awareness
Cloaks are forcibly deactivated by proximity to hackable objects such as vehicles, consoles, and OMS objects. - Consoles and OMS objects already display messages when being hacked, players can go check them out or throw a grenade
Is this new eden or daddy day care?
In your blind spot
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Galthur
CrimeWave Syndicate
199
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Posted - 2014.01.09 20:53:00 -
[9] - Quote
Iron Wolf Saber wrote: Usage
Cannot activate while HP values are changing (neither positive or negative gains)
Do you hate Gallente/Amaar armor tanks because it would be get shot twice (possibly by bluedot in FW), can't cloak for a minute or more
Seasoned players never left academy because it did not exist, that's why we fight alongside and against noobs.
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Marad''er
Ancient Exiles. Renegade Alliance
97
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Posted - 2014.01.09 20:54:00 -
[10] - 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.
Quote from how it will work.
I personally don't think it will be as OP as everyone is saying. The crosshairs will flash red alerting Anyone that there is a cloaked suit there. Also moving will have a shimmer effect. We don't know yet how much but I will bet it will be enough for the vets to notice it
Not too mention the crazy Sticky aim your weapon gets when there is an enemy.
Not being able to shoot is dumb IMO. You should be able to shoot at least the first shot in whatever gun you're using. Snipers will be able to get one shot off from what remnant stated
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
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Soraya Xel
The Corporate Raiders Top Men.
1023
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Posted - 2014.01.09 20:54:00 -
[11] - Quote
Ironwolf, I have to disagree on cloaked vehicle call-in. During call-in is one of the few chances players have to mitigate a large and nearly indestructible vehicle from entering the play field. Call-in is fast enough already that a player not standing still should not die generally before their vehicle is called in, but the chance for someone to kill a tanker waiting for his tank and then to steal it is important for gameplay.
Additionally, a dedicated vehicle driver has no disincentive not to fit a cloak, given that their dropsuit modules are hardly important.
I'd like to be your CPM1 candidate
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THE GREY CARDINAL
PSU GHOST SYNDICATE DARKSTAR ARMY
341
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Posted - 2014.01.09 20:59:00 -
[12] - Quote
Man, a lot of people are afraid of these cloaks. Deactivation by hackables? No. Deactivation in proximity to hostiles? No...if they bump you, yes. As the other dude said, people just don#t want to take situational awareness into account in their fittings--ohh we have to hear you, we have to deactivate you QQ!!!
Electronic Warfare GOD in the making
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Iron Wolf Saber
Den of Swords
11752
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Posted - 2014.01.09 21:02:00 -
[13] - Quote
Daxxis KANNAH wrote:Cloaks might be forcibly deactivated by proximity to other friendly players even if they are cloaked. - Only if you get rid of equipment spam. Check that. No, this has long been a ploy in warfare to disguise numbers
A distinctive noise must accompany the cloak and decloak and has proximity priority in playing (in an even max number of sound channels are used, for example you're in a nanohive nest in a middle of a fire fight, the decloak sound still still play but you may not notice it still due to the other noises but it was played regardless.) - Why, to make it easier for players who already dont try to improve their situational awareness
Cloaks are forcibly deactivated by proximity to hackable objects such as vehicles, consoles, and OMS objects. - Consoles and OMS objects already display messages when being hacked, players can go check them out or throw a grenade
Is this new eden or daddy day care?
If you don't understand don't comment.
1 other subject elsewhere; focus.
2 because you cannot improve sound pickup in the game itself by ingame means.
3 has nothing to do with things getting hacked.
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Iron Wolf Saber
Den of Swords
11752
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Posted - 2014.01.09 21:05:00 -
[14] - Quote
Soraya Xel wrote:Ironwolf, I have to disagree on cloaked vehicle call-in. During call-in is one of the few chances players have to mitigate a large and nearly indestructible vehicle from entering the play field. Call-in is fast enough already that a player not standing still should not die generally before their vehicle is called in, but the chance for someone to kill a tanker waiting for his tank and then to steal it is important for gameplay.
Additionally, a dedicated vehicle driver has no disincentive not to fit a cloak, given that their dropsuit modules are hardly important.
hmm I might have to change the vehicle call in then. Yeah Ill have to change that then.
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Iron Wolf Saber
Den of Swords
11752
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Posted - 2014.01.09 21:08:00 -
[15] - Quote
Galthur wrote:Iron Wolf Saber wrote: Usage
Cannot activate while HP values are changing (neither positive or negative gains)
Do you hate Gallente/Amaar armor tanks because it would be get shot twice (possibly by bluedot in FW), can't cloak for a minute or more
Well the rules would apply to vehicles cloaks as well if ever brought in. This would also encourage the use of reppers over plates with cloaks.
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Daxxis KANNAH
Distinct Covert Initiative
604
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Posted - 2014.01.09 21:15:00 -
[16] - Quote
Iron Wolf Saber wrote:Daxxis KANNAH wrote:Cloaks might be forcibly deactivated by proximity to other friendly players even if they are cloaked. - Only if you get rid of equipment spam. Check that. No, this has long been a ploy in warfare to disguise numbers
A distinctive noise must accompany the cloak and decloak and has proximity priority in playing (in an even max number of sound channels are used, for example you're in a nanohive nest in a middle of a fire fight, the decloak sound still still play but you may not notice it still due to the other noises but it was played regardless.) - Why, to make it easier for players who already dont try to improve their situational awareness
Cloaks are forcibly deactivated by proximity to hackable objects such as vehicles, consoles, and OMS objects. - Consoles and OMS objects already display messages when being hacked, players can go check them out or throw a grenade
Is this new eden or daddy day care? If you don't understand don't comment.1 other subject elsewhere; focus. 2 because you cannot improve sound pickup in the game itself by ingame means. 3 has nothing to do with things getting hacked.
Maybe then you should write with more clarity - I certainly didnt **** in your coffee and this is why people take issue with you.
1. disregard equipment spam then. Second point stands
2. sound in this game is crappy as is. It goes out way too much. Besides that you dont need an audible cue on decloak. It promotes lazy players imo.
3. So you mean if a player gets close to an objective / OMS their cloak should drop? WHY - Once again lazy gameplay. If players are camping that area, look for the shimmer, wait to see if there is a message, patrol with scanner
You arent the be all an end all so explain better to gain support and come off your high horse.
In your blind spot
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Galthur
CrimeWave Syndicate
200
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Posted - 2014.01.09 21:15:00 -
[17] - Quote
Iron Wolf Saber wrote:Galthur wrote:Iron Wolf Saber wrote: Usage
Cannot activate while HP values are changing (neither positive or negative gains)
Do you hate Gallente/Amaar armor tanks because it would be get shot twice (possibly by bluedot in FW), can't cloak for a minute or more Well the rules would apply to vehicles cloaks as well if ever brought in. This would also encourage the use of reppers over plates with cloaks. I would like to keep a few rule sets as possible between the different fields of combat. Vehicle cloaks this would be fine, as I said earlier just make it so you can activate cloak while armor is regening (not repair tool) this would expand customization options not decrease them to one build for Gal/Amaar while Cal/Min have many
Seasoned players never left academy because it did not exist, that's why we fight alongside and against noobs.
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DeadlyAztec11
Ostrakon Agency Gallente Federation
3178
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Posted - 2014.01.09 21:17:00 -
[18] - Quote
Iron Wolf Saber wrote:
Cannot activate while HP values are changing (neither positive or negative gains)
Dang, this means that cloaking will be useless on suits with armor reppers.
You wanna battle / Aztec's not afraid of you / I could care less about your reputation / Even though it maybe true.
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Vell0cet
SVER True Blood Public Disorder.
759
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Posted - 2014.01.09 21:28:00 -
[19] - Quote
How do you see cloaks and sniper rifles interacting? If you have to use the equipment radial menu before firing, then you'll always have the scope sway to deal with. This would make cloaks only useful for getting into position, but still make you a sitting duck once there. I was hoping cloaks would make sniping from locations other than the redline a viable option. One way to address this, if you insist on the decloaking before firing mechanic, is to let the trigger pull decloak you without firing, and then enable the ability to fire once you've completed decloaking.
Quick/Dirty Test Range Idea
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Iron Wolf Saber
Den of Swords
11758
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Posted - 2014.01.09 21:29:00 -
[20] - Quote
Galthur wrote:Iron Wolf Saber wrote:Galthur wrote:Iron Wolf Saber wrote: Usage
Cannot activate while HP values are changing (neither positive or negative gains)
Do you hate Gallente/Amaar armor tanks because it would be get shot twice (possibly by bluedot in FW), can't cloak for a minute or more Well the rules would apply to vehicles cloaks as well if ever brought in. This would also encourage the use of reppers over plates with cloaks. I would like to keep a few rule sets as possible between the different fields of combat. Vehicle cloaks this would be fine, as I said earlier just make it so you can activate cloak while armor is regening (not repair tool) this would expand customization options not decrease them to one build for Gal/Amaar while Cal/Min have many
How about this then?
Cannot activate while HP values are changing due to external influences (guns, hives, and repper tools currently)
Cannot activate while other modules are active or cooling down.
This should cover for both vehicles and infantry (should infantry get something similar in nature to cloaks in the future)
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Vell0cet
SVER True Blood Public Disorder.
759
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Posted - 2014.01.09 21:35:00 -
[21] - Quote
Also, could you poke CCP to see if they can release a short clip of the cloaking effects, stationary, in motion, sprinting, etc? They could make it clear that the footage is not final, still in development, etc.
Quick/Dirty Test Range Idea
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Iron Wolf Saber
Den of Swords
11758
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Posted - 2014.01.09 21:36:00 -
[22] - Quote
Vell0cet wrote:How do you see cloaks and sniper rifles interacting? If you have to use the equipment radial menu before firing, then you'll always have the scope sway to deal with. I was hoping cloaks would make sniping from locations other than the redline a viable option. One way to address this, if you insist on the decloaking before firing mechanic, is to let the trigger pull decloak you without firing, and then enable the ability to fire once you've completed decloaking.
I don't seen cloaking snipers to be as large of a problem, mainly due to the fact that most sniper rifles cannot one shot people and those that can would like not be able to do so after the cloak is installed hopefully. Most snipers are idiots and don't move between firing especially when they're noted to being there. (where as I at least move positions if I know I been compromised)
Overall decloaking by the player should be as easy as swapping a weapon, it shouldn't be cumbersome so if you're ditch sniping an unwary person on a roof you shoul dbe able to pull it off easy as you'll be out of noise range and you picking to lop his head off would be at your opportune moment not his. Player decloaking is also controlled so no disruptive cooldown and the regular cooldown could be sufficiently long enough to empty a sniper rifle (or just about any other weapon mayhaps exclude the forge gun and mass driver and shotgun due to large time to mag empty) where as a disrupted cloak you're going to be screwed until the threat loses interest or threat is eliminated.
However this thinking only applies to the current crop of the average sniper. I haven't ran into any 'smart snipers' lately but I won't discount they don't exist and because I haven't ran into too many of them I have no idea how'd they use the cloak yet which is the big unknown on my end.
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Omni-Soldier, Forum Warrior, Annoying Artist
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Iron Wolf Saber
Den of Swords
11758
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Posted - 2014.01.09 21:37:00 -
[23] - Quote
Vell0cet wrote:Also, could you poke CCP to see if they can release a short clip of the cloaking effects, stationary, in motion, sprinting, etc? They could make it clear that the footage is not final, still in development, etc.
Depends, I can poke but I can't get any promises of early public release. Marketing is like that sometimes ><.
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Omni-Soldier, Forum Warrior, Annoying Artist
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pagl1u M
Crux Special Tasks Group Gallente Federation
204
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Posted - 2014.01.09 21:39:00 -
[24] - Quote
DeadlyAztec11 wrote:Iron Wolf Saber wrote:
Cannot activate while HP values are changing (neither positive or negative gains)
Dang, this means that cloaking will be useless on suits with armor reppers. Explain this plz. So of my shields or my armor are recharging I Cannot activate it. It looks Strange to me |
Soraya Xel
The Corporate Raiders Top Men.
1028
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Posted - 2014.01.09 21:41:00 -
[25] - Quote
Iron Wolf Saber wrote:I don't seen cloaking snipers to be as large of a problem, mainly due to the fact that most sniper rifles cannot one shot people and those that can would like not be able to do so after the cloak is installed hopefully.
A notable issue here, is the Charge Sniper Rifle being possibly a bit OP if you can charge it while cloaked.
I'd like to be your CPM1 candidate
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DeadlyAztec11
Ostrakon Agency Gallente Federation
3181
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Posted - 2014.01.09 21:42:00 -
[26] - Quote
Iron Wolf Saber wrote: How about this then?
Cannot activate while HP values are changing due to external influences (guns, hives, and repper tools currently)
Cannot activate while other modules are active or cooling down.
This should cover for both vehicles and infantry (should infantry get something similar in nature to cloaks in the future) I like it. Add it to the OP if you haven't already.
You wanna battle / Aztec's not afraid of you / I could care less about your reputation / Even though it maybe true.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
555
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Posted - 2014.01.09 21:43:00 -
[27] - Quote
What would you think of the hypothetical idea of scout suits coming with built-in cloaks?
I am part shovel, part man, full scout, and a little bit special.
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Iron Wolf Saber
Den of Swords
11760
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Posted - 2014.01.09 21:48:00 -
[28] - Quote
pagl1u M wrote:DeadlyAztec11 wrote:Iron Wolf Saber wrote:
Cannot activate while HP values are changing (neither positive or negative gains)
Dang, this means that cloaking will be useless on suits with armor reppers. Explain this plz. So of my shields or my armor are recharging I Cannot activate it. It looks Strange to me
A stealth fighter loses all radar invisibility while the RAM (radar absorbent material) is damage, a small nick is enough to compromise the entire craft.
So as long as the field and armor is comprised since cloaking is a rather extensive system relying on both systems to mask visual and electronic signatures if the systems is computing repairs and the entire system is unwhole it cannot effectively cloak while the values of the systems changes at the same time but once either system is full up it can then cloak up.
That was the original thought behind the statement.
After applying the rule I played it out in my head a bit on the balance aspects for the game
That most being involving vehicles
Vehicles are already quite powerful and hard to kill the last thing I know players would hate to see is a damaged tank running off and ploof! disappears.
I also wanted as few exceptions (ie commando gets a special penalty for using cloaks for example) on the cloaks so I kept the rule the same for infantry.
I do know that if you do an armor suite tank instead of a focus type tank the hp gain rates are indeed awfully low but the focus ones can repair extensively faster than some people can cope with.
But overall I think the adjusted bullet point of making it only external factors of the HP are counted and not internal ones while adding a new rule about other active modules should make it fair to both vehicles and infantry, vehicles now have to time their wave of opportunity better as some modules have an exhaustively long cooldown and that cloaking does put the vehicle into a state of weakness of sorts as there will be no hardeners or damage, or navigation modules to assist their survival should they be compromised going into cloaks or coming out of it disruptively.
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Iron Wolf Saber
Den of Swords
11761
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Posted - 2014.01.09 21:49:00 -
[29] - Quote
DeadlyAztec11 wrote:Iron Wolf Saber wrote: How about this then?
Cannot activate while HP values are changing due to external influences (guns, hives, and repper tools currently)
Cannot activate while other modules are active or cooling down.
This should cover for both vehicles and infantry (should infantry get something similar in nature to cloaks in the future) I like it. Add it to the OP if you haven't already.
Done.
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Iron Wolf Saber
Den of Swords
11761
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Posted - 2014.01.09 21:53:00 -
[30] - Quote
Spademan wrote:What would you think of the hypothetical idea of scout suits coming with built-in cloaks?
I can also see this working if done right, but this does remove some sandbox if there is no module to compliment this as I would like to see a commando try to shove on a cloak for the lulz at least.
There has to be the module at least even if done this way and the module has to be true built in not provided yellow box (as in you cannot see it on the fitting screen list of modules)
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