Faquira Bleuetta
0uter.Heaven
146
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Posted - 2014.01.10 03:55:00 -
[1] - Quote
Iron Wolf Saber wrote:Well, a not so quick bullet list since I keep getting bombarded on twitter. Please do debate points, if it's good enough argument I can see about adjusting and you also get to understand the bullet point a bit. 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 due to external factors (repair tools, damage, nano-hives, supply depots [veh])
- Cannot activate as long as another active module is cycling, or cooling down
- 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 infantry.
- Because of the enemy proximity disruption meleeing will not break cloak because you cannot get near enough to melee another player before it deactivates.
- 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, but not be able to call in vehicles or use orbital support.
- Can climb ladders while cloaked
- Cloaks are easily deactivatable on purpose by either turning on another module or swapping to another equipment or weapon, decloaking animation will finish first and cause a short delay between the start of turning visible and being able to take action with the new item selected and this does not cause the disruption timeout.
- Expired cloaks do not cause disruption timeout.
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.
wow reactive armor so op |
Faquira Bleuetta
0uter.Heaven
146
|
Posted - 2014.01.10 04:17:00 -
[2] - Quote
Iron Wolf Saber wrote:Cyrius Li-Moody wrote:Iron Wolf Saber wrote:mollerz wrote:I think this (what the 6th cloaking thread?) thread should be considered garbage. What we have here is a CPM bullet pointing a self chosen list that completely disregards scout input.
That's the most medium oriented list of demands I ever saw.
More than half of those bullet points are pure trash meant to nerf the cloak before it even comes out.
pathetic. cloaking has been in eve for 8 years, its the most complained about feature to this day that has yet to be nerfed, namely on the grounds a guy sitting middle of nowhere can never be found ever even if he afks for months on end while cloaked. Only one nerf was ever thrown on it and it only affected non covert ships the most. Knowing that track record its best to bring it in prenerfed. Than pre-lame. Considering the scout's bonus and role has to deal with the cloak is should NOT come prenerfed. You then bring this already weak role into a position where it's even weaker because it's bonus deals with a piece of a equipment that would be near useless for anything but walking around when nobody is around. Im trying to get rid of cloaking bonuses on scouts to be honest, Scouts should be viable without them. ccp ban Iron Wolf Saber for posting stupid ****.
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