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Fire of Prometheus
DUST University Ivy League
2716
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Posted - 2014.01.09 21:56:00 -
[31] - Quote
Everything Dies wrote: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. Meh I'm used to running with no modules....basic commando has made me efficient without modules.
EDIT: and I WILL BE equipping cloaks to my commando suit, unless ccp decided to give me more slots, other wise I have all of this unused pg and cpu.
Proud member of the Commando 6
<3 Commando AK.0
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Iron Wolf Saber
Den of Swords
11761
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Posted - 2014.01.09 21:57:00 -
[32] - Quote
Fire of Prometheus wrote:Everything Dies wrote: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. Meh I'm used to running with no modules....basic commando has made me efficient without modules. EDIT: and I WILL BE equipping cloaks to my commando suit, unless ccp decided to give me more slots, other wise I have all of this unused pg and cpu.
I think the concern with gal logi is slapping one one and remaining near full strength still.
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Fire of Prometheus
DUST University Ivy League
2717
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Posted - 2014.01.09 21:59:00 -
[33] - Quote
Iron Wolf Saber wrote:Fire of Prometheus wrote:Everything Dies wrote: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. Meh I'm used to running with no modules....basic commando has made me efficient without modules. EDIT: and I WILL BE equipping cloaks to my commando suit, unless ccp decided to give me more slots, other wise I have all of this unused pg and cpu. I think the concern with gal logi is slapping one one and remaining near full strength still. But don't gallente suits have a high pg and a moderate CPU?
Proud member of the Commando 6
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Ghermard-ol Dizeriois
Maphia Clan Corporation
65
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Posted - 2014.01.09 22:00:00 -
[34] - Quote
Iron Wolf Saber wrote: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.
That already happens - say thanks to current game rendering.
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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Iron Wolf Saber
Den of Swords
11764
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Posted - 2014.01.09 22:01:00 -
[35] - Quote
Ghermard-ol Dizeriois wrote:Iron Wolf Saber wrote: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. That already happens - say thanks to current game rendering.
That can be fixed though over time, I don't want this to be like oh dear middle fire fight!
Poof!
Ninja tank!
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Kuroiokami Tsukinaku
A.N.O.N.Y.M.O.U.S.
13
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Posted - 2014.01.09 22:06:00 -
[36] - Quote
Iron Wolf Saber
How about this then?
[* wrote: 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)
Soooo if I'm a scout.. I cloak..and run over a hive I lose cloak? Or newbie greifing logibro trys to rep me and I lose cloak? |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
555
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Posted - 2014.01.09 22:07:00 -
[37] - Quote
Edit: Ignore
I am part shovel, part man, full scout, and a little bit special.
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Medical Crash
cobra connection Public Disorder.
167
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Posted - 2014.01.09 22:21:00 -
[38] - Quote
Will cloaks do anything to a Dropsuits signature? Will it help to hide against scanners? |
Iron Wolf Saber
Den of Swords
11764
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Posted - 2014.01.09 22:26:00 -
[39] - Quote
Medical Crash wrote:Will cloaks do anything to a Dropsuits signature? Will it help to hide against scanners?
that is the other big unknown at the time I wished scanners got altered in such a way they would be better for both scanner and scannee in making the game funner.
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Poonmunch
Sanguis Defense Syndicate
781
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Posted - 2014.01.09 22:40:00 -
[40] - Quote
Iron Wolf Saber wrote: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.
How about sitting in a vehicle? Can I be cloaked?
It would be cool to do a "Flying Dutchman" where I sit in a stationary LAV and wait for a hacker.
Munch
Munch for CPM 1 Campaign Headquarters
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Galthur
CrimeWave Syndicate
200
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Posted - 2014.01.09 22:42:00 -
[41] - Quote
Iron Wolf Saber wrote: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) That's alot better as it wouldn't limit Amaar to shield tanking and Gallente to no health or no regen
Seasoned players never left academy because it did not exist, that's why we fight alongside and against noobs.
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Kain Spero
Imperfects Negative-Feedback
2503
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Posted - 2014.01.09 22:43:00 -
[42] - Quote
Poonmunch wrote:Iron Wolf Saber wrote: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. How about sitting in a vehicle? Can I be cloaked? It would be cool to do a "Flying Dutchman" where I sit in a stationary LAV and wait for a hacker. Munch
I don't see an issue with being cloaked while in a vehicle as a passenger, but you should not be able to be cloaked if you are operating a turret.
Owner of Spero Escrow Services
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Galthur
CrimeWave Syndicate
200
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Posted - 2014.01.09 22:48:00 -
[43] - Quote
Iron Wolf Saber wrote: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. Your destroying my dreams of a cloaked Gallente Commando with AR and PLC but yeah any chance CCP could buff the skill that decreases PLC requirements?
Seasoned players never left academy because it did not exist, that's why we fight alongside and against noobs.
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Iron Wolf Saber
Den of Swords
11773
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Posted - 2014.01.09 22:54:00 -
[44] - Quote
Galthur wrote:Iron Wolf Saber wrote: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. Your destroying my dreams of a cloaked Gallente Commando with AR and PLC but yeah any chance CCP could buff the skill that decreases PLC PG/CPU?
Am not also the gal commando or minmatar might have fitting for it.
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Vell0cet
SVER True Blood Public Disorder.
760
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Posted - 2014.01.09 23:23:00 -
[45] - Quote
Iron Wolf Saber wrote: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 ><. Thanks. I realize there's no guarantees, but in this case I think it would help inform the conversation and improve the quality of feedback from the community. It's hard to discuss a visual effect without actually seeing what they have in mind.
Quick/Dirty Test Range Idea
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Krom Ganesh
Holdfast Syndicate Amarr Empire
1113
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Posted - 2014.01.09 23:32:00 -
[46] - Quote
Iron Wolf Saber wrote: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
Ehh....
Why do the assaults get biotics? That is a specialty of light suits (not just scouts)
How about adding bonuses to the frames and giving fitting bonuses like (fill in with what seems logical):
Lights: Biotics Scouts: E-War (Jammers, Cloaks, etc.)
Mediums: Assaults: Weapon modifications (Damage mods, infantry heat sinks, ammo cache, etc.) Logis: Equipment (or create a subset called "Logistical equipment" then give them a higher bonus?)
Heavies: Sentinels: Plates & Extenders Commandos:
!
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2643
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Posted - 2014.01.09 23:32:00 -
[47] - Quote
I highly disagree with a forceful decloak within proximity of an enemy/installation etc. While this would be useful for assaults/logis unless that range is like 1m it will not help scouts, it will not help the scout role besides helping them cross the street which is a waste of an equipment slot. It will also make people just hide by objectives and installations if they think a scout is near like they did when installations had vision.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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mollerz
Minja Scouts
1667
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Posted - 2014.01.09 23:38:00 -
[48] - Quote
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.
You gotta hustle if you wanna make a dolla
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Iron Wolf Saber
Den of Swords
11780
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Posted - 2014.01.09 23:45:00 -
[49] - Quote
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.
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2644
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Posted - 2014.01.09 23:54:00 -
[50] - Quote
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.
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Iron Wolf Saber
Den of Swords
11781
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Posted - 2014.01.09 23:55:00 -
[51] - Quote
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.
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Omni-Soldier, Forum Warrior, Annoying Artist
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2644
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Posted - 2014.01.09 23:56:00 -
[52] - 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.
Then why have cloaks in the first place if they're just cumbersome and useless?
I do not agree with this direction.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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mollerz
Minja Scouts
1670
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Posted - 2014.01.09 23:59:00 -
[53] - 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[/u = B00LSHITE ] I can see about adjusting and you also get to understand the bullet point a bit.
[u]My scout expert fixes in bold.Fitting
- Cloaks must remain equipment. - Ok fine.
- Must be difficult to fit. - OK.
- Is CPU Intensive - Why not, what isn't for a scout.
- 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) - Cool.
- Higher tier Commando, Lights, Mediums, Assaults, and Logistics would have to downgrade modules to fill all slots - OK fine.
Usage
- Cannot activate while HP values are changing due to external factors (repair tools, damage, nano-hives, supply depots [veh]) - BOOLSHITE. mostly. repair, damage I agree. nanohives and supply depot yes you remain cloaked.
- Cannot activate as long as another active module is cycling, or cooling down - Example?
- 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.) - BOOLSHITE. Why not make the whole thing out of bells and tin cans. F stealth right?
- Cloak sound range is similar to that of a shotgun - WHAT!? That is so .. just bad. lame. Are we breaking the sonic boom? Why? Defeats stealth. NO.
- Cloaks have an endurance time- Better be long as ****.
- Cloaks have a cooldown time- ok. But skill based.
- Cloaks have a disrupted time (that if cloak is involuntarily activated this is a penalized cooldown before regular starts)- You mean involuntarily deactivated?
- Cooldown can remain relatively short, while the disrupted time must be significantly long enough for a fire fight. -OK. Skill based tho.
- Cloaks are forcibly deactivated by proximity to hackable objects such as vehicles, consoles, and OMS objects. - WHAT?! B00LSHITE. If contact is made ok.
- Cloaks may be forcibly deactivated by proximity to hostile infantry. - SAME AS ABOVE B00LSHITE. IF they shoot you or melee you or contact you OK.
- Because of the enemy proximity disruption meleeing will not break cloak because you cannot get near enough to melee another player before it deactivates. - OUT OF THE BOX B00LSHITE.
- Cloaks might be forcibly deactivated by proximity to other friendly players even if they are cloaked. - If contact is made.
- Suggested forced deactivation range 2 meters. - B00LSHITE. Contact.
- Stressed movements could drain the cloak faster (anything that consumes stamina)- As long as scout's meter is long and strong.
- Can issue squad commands, but not be able to call in vehicles or use orbital support. - Hmm... well.. B00LSHITE.
- Can climb ladders while cloaked- Of Course.
- 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. - Only if turned off via very easy and only on purpose. Nothing accidental due to ****** wheel mechanics.
- Expired cloaks do not cause disruption timeout. - um Ok.
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. NOPE.
- Cannot use other equipment or activate other equipment such as remote explosives. NOPE.
With regards to RE- what is the difference? Usually a scout is across the map doing something else when he detonates. The first shot, melee, or knife charge/slahs will pop a cloak. Not raising a weapon.
Meta
- Cloak progression should focus on cooldown or duration but not thresholds in shimmer or lowering the condition to which cloaks are disadvantaged.- NOPE. Why hamstring it? Sandbox it.You even contradict yourself in the next two suggestions
- 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) - Sure why not?
- 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. - Ok.
- Examples Gal (Light Damage or Profile) Cal (Sensor range or Sensor Strength) Min (Sidearm damage or Hacking) Amarr (speed or base hp) - GET BETTER EXAMPLES.
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. You should wait for that then cause this list is pfffrghrgtt.. a heavy full diaper.
You gotta hustle if you wanna make a dolla
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Iron Wolf Saber
Den of Swords
11783
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Posted - 2014.01.10 00:06:00 -
[54] - Quote
Cyrius Li-Moody wrote:
Then why have cloaks in the first place if they're just cumbersome and useless?
I do not agree with this direction.
I despise the mere idea that a scout without cloak is utterly effing useless, might as well replace him with a gal logi who will outrun, out tank, outstelath, outscan, and out cloak the scout.
I know there are some good scout players out there able to weave and dance on urban fields right now but the class is so heavily gimped and role stomped on and that giving them cloak bonuses is really not going to fix it because soon as it wears what then?
Scout will likely be gimped worse with the cloak module installed, they lose out on the equipment slot so no more covert insertions, no more sabotage, no more scanning. While the gal logi presses button does 360 and still spots you through the cloak.
That alone already has pre nerfed the cloak entirely. Most of this is to make it so that it won't be overly abused by more powerful suits such as commandos, assaults, and logistics as well as rules to apply to vehicles.
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2649
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Posted - 2014.01.10 00:12:00 -
[55] - Quote
I agree that a scout should be able to do it's job with or without a cloak however most considerations of this cloaking is going directly towards other suits and not the scout. It is clearly being balanced/discussed for other frames and not the scout.
Do something about other frames equipping the cloak instead of trying to make it a one cloak fits all.
Give scouts something that's their own instead of the ****** place they have now.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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One Eyed King
Eyniletti Rangers Minmatar Republic
175
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Posted - 2014.01.10 00:14:00 -
[56] - Quote
The cloaking drawback that I don't understand is not being able to activate an RE while cloaked. If cloaking is equipment, then wouldn't I have to switch to RE before I can activate one anyways?
If I am able to have my RE swatchwatch out while cloaked, yet cannot lay an RE while cloaked, what is the harm in being able to activate the one I laid down 2 min ago after taking an objective if I am trying to get by a Red tank with my skin in tact to get to the next objective, only to see what I had just hacked blinking?
I totally get not being able to lay an RE while cloaked, but can't for the life of me understand how it would be that big a deal to activate one.
Nova knifing scout masochist. I would be a sadist, but CCP won't let me.
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Iron Wolf Saber
Den of Swords
11784
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Posted - 2014.01.10 00:17:00 -
[57] - Quote
Cyrius Li-Moody wrote:I agree that a scout should be able to do it's job with or without a cloak however most considerations of this cloaking is going directly towards other suits and not the scout. It is clearly being balanced/discussed for other frames and not the scout.
Do something about other frames equipping the cloak instead of trying to make it a one cloak fits all.
Give scouts something that's their own instead of the ****** place they have now.
Cept this is supposed to be a sandbox game.
By doing a full restriction to scouts only is a step in the wrong direction as it would move the game closer to that of class based shooters (we're classless still)
While true the heavies do have the only means of equipping heavy weapons we do know that there been previous instances of mediums having heavies, and its not the only platform with heavy weapons (drones have up to 4 heavies and it was suggested drones could be hijacked to kill its brethren)
The generic tech 1 items have to be usable by the many but at a cost. The suggestions in this thread are part of that cost. The tech 2 cloak if ever brought in would do away with more of these restrictions and then you can slap that on an equally nich'ed tech 2 suit. However that is another fight overall.
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Omni-Soldier, Forum Warrior, Annoying Artist
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2650
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Posted - 2014.01.10 00:24:00 -
[58] - Quote
Iron Wolf Saber wrote:Cyrius Li-Moody wrote:I agree that a scout should be able to do it's job with or without a cloak however most considerations of this cloaking is going directly towards other suits and not the scout. It is clearly being balanced/discussed for other frames and not the scout.
Do something about other frames equipping the cloak instead of trying to make it a one cloak fits all.
Give scouts something that's their own instead of the ****** place they have now. Cept this is supposed to be a sandbox game. By doing a full restriction to scouts only is a step in the wrong direction as it would move the game closer to that of class based shooters (we're classless still) While true the heavies do have the only means of equipping heavy weapons we do know that there been previous instances of mediums having heavies, and its not the only platform with heavy weapons (drones have up to 4 heavies and it was suggested drones could be hijacked to kill its brethren) The generic tech 1 items have to be usable by the many but at a cost. The suggestions in this thread are part of that cost. The tech 2 cloak if ever brought in would do away with more of these restrictions and then you can slap that on an equally nich'ed tech 2 suit. However that is another fight overall.
Now you're talking about stuff that doesn't exist and most likely wont exist for the years to come.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Daxxis KANNAH
Distinct Covert Initiative
607
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Posted - 2014.01.10 00:24:00 -
[59] - Quote
Thank the Lord big name Scouts whose names carry weight showed up and laid it out plainly.
@IWS - do they also not understand and shouldnt comment? - That was rhetorical
Hope that is clear enough for you.
In your blind spot
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Heavenly Daughter
the Aurum Grinder and Company
272
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Posted - 2014.01.10 00:49:00 -
[60] - Quote
Iron Wolf Saber wrote:
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.
Why have the cloak reduce their sig size, ?. Assuming no changes to scanners, no need to have cloaks change a profile size as scout can hide even from proto scanner.
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/.)\ Nade | Scan Attempt Prevented | 34 mill SP
\__/ 514 | NFP Prime League Winner| Longest Kill 588 Mtr
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