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Brokerib
Lone Wolves Club
203
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Posted - 2014.01.11 01:11:00 -
[1] - Quote
Iron Wolf Saber wrote:mollerz wrote:How about first, you stop advocating nerfing the cloak?
Why dont you bring something to the table instead of flipping it every second?
The suggestions you've made under the fitting and meta sections of the OP are quite reasonable, but the usage and weapons restrictions are over the top, and just make a device that is going to forced onto scouts as a core mechanic unusable. With all of your suggestions taken together, cloaks will be excellent for standing in one place not doing anything. Sounds great, but I've already got an MCC for that.
I've yet to see an actual reason for nerfing the cloak aside from alot of people complaining that an as of yet untested device, with unknown stats, is somehow game breaking. So maybe supply a reason for having the table in the first place, instead of making the assumption that nerfing it into the ground is required before you've seen it in action? |
Brokerib
Lone Wolves Club
204
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Posted - 2014.01.11 04:34:00 -
[2] - Quote
Iron Wolf Saber wrote:mollerz wrote:Iron Wolf Saber wrote:mollerz wrote:How about first, you stop advocating nerfing the cloak?
Why dont you bring something to the table instead of flipping it every second? I have. I thought you read this forum top to bottom? Whatever it was; it did not warrant my attention long enough. Continuing on with the conversation. Knowing CCP it is far far far easier to ask for a buff than a nerf. It is far easier to get these hooks and mechanics in so they can work with other things in the future instead of having to go back reprogram it and recreate a new technical hurdle to nerf it.
That still doesn't explain why the cloaking mechanic needs a nerf. Because it's easy isn't a reason to do it. |
Brokerib
Lone Wolves Club
204
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Posted - 2014.01.11 14:03:00 -
[3] - Quote
Garrett Blacknova wrote:mollerz wrote:You are inventing coding issues that don't exist. I'm not one to fall for that kind of stuff. Bring it back to being a sandbox game, as you are want to say. I'm pretty sure nobody said it's a coding issue.
Aaah, actually IWS alluded to it being a coding issue, which is in Mollerz reply just above his response?
Garrett Blacknova wrote: The problem is that releasing something new is almost always going to have it slightly off from perfect balance.
Sure. But if cloaks are implemented with the massive deficiencies that are being detailed in these pro-nerf threads, it will be more than slightly off balance, it will be rendered completely ineffectual.
Garrett Blacknova wrote: If you allow it to be OP, then it's going to be nerfed, and everyone knows CCP over-nerf when something looks OP. You can look at almost every example of a nerf in DUST for evidence of that. Breach ARs way back in closed beta, Tac ARs more recently, HAVs when they were OP and got nerfed so hard that high-end shield tanks had to run from Militia Swarms, Flaylocks, etc, etc, etc.
If they make sure the cloak is released SLIGHTLY underpowered - I agree the proposal currently appearing is probably more of a "pre-nerf" than we should be aiming for - then it will be first in line for buffs when CCP are reviewing things and see very few people using it, and the ones who do having only limited success.
It isn't a matter of CODING. It's a matter of CCP's approach to development and trying to fix problems. People are trying to work around CCP's inherent inability to nerf things properly by forcing them to buff what needs fixing instead.
A better solution would be to keep calling CCP out on their draconian over-nerfing until they ACTUALLY START LISTENING.
When a lot of people are screaming loudly on the forums that something is broken and OP, that means a lot of people are noticing it's OP. It doesn't necessarily mean that the item in question is so horrifically OP that it needs 20% reductions in capability across almost every aspect of its functionality.
CCP seem to understand how to incrementally buff something by improving one or two aspects in small increments, but when they nerf, they hit EVERYTHING that made the item in question useful.
A lot of people are already screaming loudly about cloaks, and it's not even in game. How loud do you think it will be once the first person dies to one being used in anger?
I'm yet to see a satisfactory answer as to why the proposed cloak is OP and requires a nerf. Every pro-nerf argument so far seems to be based on the idea that cloaking, and in particular the ability to shoot from cloak, is inherently broken regardless of the many game play elements that have already been revealed that mean a cloak will likely play best as a defensive item.
https://forums.dust514.com/default.aspx?g=posts&m=1702679#post1702679
As mentioned in the link above, there are already a number of game play elements that reduce the effectiveness of the cloak. The active scanner is a hard counter to the cloak, movement reduces it's effectiveness, there are cool downs and break conditions, and you still trigger the targeting reticule.
Pre-requesting the draconian over-nerfing of an item that is not yet in game is not the way to get CCP to ACTUALLY START LISTENING so they stop their draconian over-nerfing of an item, it just reinforces their exiting methodology.
How about, just as a suggestion, we wait to see the full details of the cloak prior to calling for everything to be changed based the possible outcome of a single ability. Or, crazier still, wait until it's actually in game and can be tested in game play conditions? As of yet, there is no way to actually know how the cloak performs on the battlefield, as we only have the bare bones mechanics and no details of item stats, or other changes to game play that may effect the performance of the cloak. |
Brokerib
Lone Wolves Club
206
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Posted - 2014.01.11 22:39:00 -
[4] - Quote
Iron Wolf Saber wrote:Not much of a coding issue, just having something easier to buff when the rule state not only exists but can be something done over a hot patch instead of waiting for a monthly patch. This takes time, planning and creates what is known as technical debt, things that need to be done to be done and rather working on the next patches contents they're now hurdled down and doing rework over something that should have been done the first go around.
Roll back mechanics and alternate functions can (and should) be programmed during the development cycle, as a standard for software development activities. They doesn't mean then need to be implemented immediately.
Iron Wolf Saber wrote:Also these days I can't wait for things to be in the game to see then have it nerfed, not with the upcoming schedule of how things are going to be soon. Remember our old roadmap is coming to an end and nobody around publically knows exactly what the new road map has in store yet.
...really? So you can't wait to see how things function in game before making a knee jerk reaction to it? Nice. I look forward to your nerf threads for the proposed changes to dropsuits.
I'll say the same thing to you I've said to Kain.
Still yet to see a proper explanation as to why the mechanic is so bad. And I'm starting to see that all these 'suggestions' are just an attempt to protect the current meta by nerfing an as of yet unreleased item so that it's of no use.
If you don't like the mechanic, then petition to not have it introduced, don't push to nerf it. Say what you mean instead of trying to sabotage it. |
Brokerib
Lone Wolves Club
206
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Posted - 2014.01.11 23:40:00 -
[5] - Quote
Iron Wolf Saber wrote:Brokerib wrote:Iron Wolf Saber wrote:Not much of a coding issue, just having something easier to buff when the rule state not only exists but can be something done over a hot patch instead of waiting for a monthly patch. This takes time, planning and creates what is known as technical debt, things that need to be done to be done and rather working on the next patches contents they're now hurdled down and doing rework over something that should have been done the first go around. Roll back mechanics and alternate functions can (and should) be programmed during the development cycle, as a standard for software development activities. They doesn't mean then need to be implemented immediately. Iron Wolf Saber wrote:Also these days I can't wait for things to be in the game to see then have it nerfed, not with the upcoming schedule of how things are going to be soon. Remember our old roadmap is coming to an end and nobody around publically knows exactly what the new road map has in store yet. ...really? So you can't wait to see how things function in game before making a knee jerk reaction to it? Nice. I look forward to your nerf threads for the proposed changes to dropsuits. I'll say the same thing to you I've said to Kain. Still yet to see a proper explanation as to why the mechanic is so bad. And I'm starting to see that all these 'suggestions' are just an attempt to protect the current meta by nerfing an as of yet unreleased item so that it's of no use. If you don't like the mechanic, then petition to not have it introduced, don't push to nerf it. Say what you mean instead of trying to sabotage it. I invite you to take a stroll through all of the SDE and try to think how ccp thinks, you'll see the level atrocities they do commit currently. http://pct-gritb.rhcloud.com/sde/class
So you're going to combat this by increasing the level of complexity involved in coding the cloaks and giving them a greater number of factors to balance?
My first question still stands. Can you explain why the mechanic is inherently broken and needs to be 'fixed' prior to knowing the full details of implementation or seeing how it plays in production? Feel free to use small words so I'll understand it. |
Brokerib
Lone Wolves Club
207
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Posted - 2014.01.12 03:25:00 -
[6] - Quote
Ok. http://wiki.dust514.info/index.php?title=Active_Scanner + http://wiki.dust514.info/index.php?title=Flux_Grenade
With the changes to dampening bonus on scouts, there will be exactly one type of scout who will be able to sit invisible and not show up on a scan.
Seriously, do you have any actual reasoning for the cloak being a problem, aside from just not liking the idea? |
Brokerib
Lone Wolves Club
207
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Posted - 2014.01.12 06:53:00 -
[7] - Quote
Iron Wolf Saber wrote:Active scanner told you how many ninjas are out there. Flux grenade has been proven to be very unreliable (hence its unpopularity) in destroying equipment of any sort so decloaking is also less likely. manage the situation.
Still no reasoning.
Fine. More hypotheticals instead. http://wiki.dust514.info/index.php?title=Active_Scanner + http://wiki.dust514.info/index.php?title=Locus_Grenade or http://wiki.dust514.info/index.php?title=Mass_Driver or http://wiki.dust514.info/index.php?title=Plasma_Cannon or http://wiki.dust514.info/index.php?title=Heavy_Machine_Gun or http://wiki.dust514.info/index.php?title=Orbital_Bombardment
Or how about this as an alternative. http://wiki.dust514.info/index.php?title=Heavy_Attack_Vehicles + http://wiki.dust514.info/index.php?title=Active_Scanner_Modules
There's any number of scenarios that have a good chance of success when using a hard counter like the active scanner. Or passive scanning for that matter. Then there are also soft counters like scanning a room when you enter it or tossing a grenade at an installation to clear it.
Seriously, you already know all of this, its no different to handling scouts now, or checking for REs. You and every other vet has had to adjust to similar threats already. |
Brokerib
Lone Wolves Club
207
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Posted - 2014.01.12 08:49:00 -
[8] - Quote
Iron Wolf Saber wrote:First off all the above solutions you provided are needle in the haystacks firings and waste of good ammo. Passive scanners visuals are somewhat broken as well... There is a common complaint about the IFFs not working all that well and leading to plenty of both friendly fire incidents and botched attacks. This compounding with lack of hitmarkers and reticle color changes on a variety of weapons is making this portion of game play ever increasingly annoying. BTW http://en.wikipedia.org/wiki/Anti-submarine_warfare
The Anti-sub article is an excellent and very apt piece, but it appears to be re-enforcing my point? So...thanks, I guess?
Like many forms of warfare, successful anti-submarine warfare depends on a mix of sensor and weapon technology, training, experience and luck. Sophisticated sonar equipment for first detecting, then classifying, locating and tracking the target submarine is a key element of ASW. To destroy submarines both the torpedo and mine are used, launched from air, surface and underwater platforms.
So the counter for subs is to use sensors (active and passive scanning) to identify them, then explosive devices (AOE weapons) to neutralise. Sounds alot like the situation I've described above.
Firing an AOE weapon at the approximate location of an invisible suit is hardly a needle in a haystack, or a waste of ammo. In fact, firing at the approximate location of a suit is pretty much the primary purpose of AOE weapons. But if you need something extra, try aiming your weapon towards where the dot appears on your mini map, and then pull the trigger when it turns red?
With that, I've given you a total of 8 hypothetical counters for the one hypothetical situation involving cloaked suits so far. I'm happy to continue for as long as you like but for now, how about answering a question for me.
Are you able to explain what about the cloak make it so broken that the CPM is working together to pull off a nerf before it even makes it into game? What is so game changing that this level of engagement is required? Nothing you've mentioned so far explains the amount of effort you and Kain have put into destroying the cloak before its even released. It may be a bad mechanic, but the effort you've expended is so far out of proportion that's it's starting to seem like a troll.
So explain it to me. |
Brokerib
Lone Wolves Club
207
|
Posted - 2014.01.12 09:50:00 -
[9] - Quote
Iron Wolf Saber wrote: Actually it breaks your point quite a bit but since you're incapable of getting it. Lets play this again then http://thinkprogress.org/wp-content/uploads/2012/05/ocean.jpgI am a new generation diesel sub, I don't want to be found, Find me. All the old methods the old tech it don't work anymore, feel free to use them.
I'm done man. This hypothetical is even more far fetched than the last one. There is no 'new sub' and old tech that doesn't work any more, as the current equipment can be used to identify, find, or counter cloaked suits. The situation you describe is wildly inaccurate and in no way represents the in game situation.
And you're still unable to give me a strait answer as to how the cloaks break the game.
If it's so simple that you can represent it with pictures and snide remarks, surely you can write it down in a paragraph or two so even someone as slow as me can understand it.
At this point you're just trolling, and I'm not interested. I just hope that CCP reads the entire thread to see how baseless your nerf quest is. /unsubscribe |
Brokerib
Lone Wolves Club
208
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Posted - 2014.01.12 10:02:00 -
[10] - Quote
Maken Tosch wrote:@broker
Well, the only concern I have is the ability to fire while cloaked. If the mechanic was designed so that firing even a single shot regardless of the weapon (sniper, smg, pistol, etc) would decloak the suit completely, then I wouldn't mind it being allowed to fire when cloaked. Perhaps even make an exception for nova knives (uncharged) or melee attacks when fitted on a Minmatar scout suit so that dedicated knifers can make the most of the cloak. I mean after all the Minmatar scout does need some cloak related bonus. The Amarr and Caldari scouts already have cloak-based bonuses such one for cooldown and another for firing.
Now if a cloak allowed more than one shot to be fired without losing all of the cloak, then that might present problems.
I'm fine with the cloak dropping after the first shot. In fact, I'm fine with the cloak not being implemented at all so scouts don't end up pigeon-holed by a single piece of equipment.
I'm not fine with baseless nerf threads trying to add so much fine print to its usage that that its is completely ineffective. If people don't want it, then advocate for that. Pushing for a mega nerf under the guise of 'balance' is disingenuous at best.
That said, the devs have already told us that the cloak will drop in relation to firing a weapon. How about we wait to see the actual values involved and how it plays in game, before we attempt to pre-nerf based on hearsay... |
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