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Krom Ganesh
Holdfast Syndicate Amarr Empire
1121
|
Posted - 2014.01.10 00:52:00 -
[61] - Quote
Heavenly Daughter wrote:Assuming no changes to scanners, no need to have cloaks change a profile size as scout can hide even from proto scanner.
That's still up in the air at the moment. SiSi indicates we are going to lose our scan profile bonus (except for the Gallente scout) and there is no news on whether or not our base scan profile is being reduced to compensate. Not to mention scouts are going to have to severely gimp their fits to avoid a proto scanner used by a gal logi with their new bonus.
!
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2653
|
Posted - 2014.01.10 00:54:00 -
[62] - Quote
Krom Ganesh wrote:Heavenly Daughter wrote:Assuming no changes to scanners, no need to have cloaks change a profile size as scout can hide even from proto scanner. That's still up in the air at the moment. SiSi indicates we are going to lose our scan profile bonus (except for the Gallente scout) and there is no news on whether or not our base scan profile is being reduced to compensate. Not to mention scouts are going to have to severely gimp their fits to avoid a proto scanner used by a gal logi with their new bonus.
and if no changes to scan profile/scanners a minmatar scout will NEVER beat a gal logi.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Iron Wolf Saber
Den of Swords
11788
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Posted - 2014.01.10 01:09:00 -
[63] - Quote
mollerz wrote:
Usage
- 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?
- BOOLSHITE. Why not make the whole thing out of bells and tin cans. F stealth right?
- WHAT!? That is so .. just bad. lame. Are we breaking the sonic boom? Why? Defeats stealth. NO.
- Better be long as ****.
- ok. But skill based.
- you mean involuntarily deactivated?
-OK. Skill based tho.
- WHAT?! B00LSHITE. If contact is made ok.
- SAME AS ABOVE B00LSHITE. IF they shoot you or melee you or contact you OK.
OUT OF THE BOX B00LSHITE.
If contact is made.
- B00LSHITE. Contact.
As long as scout's meter is long and strong.
- Hmm... well.. B00LSHITE.
- Of Course.
- Only if turned off via very easy and only on purpose. Nothing accidental due to ****** wheel mechanics.
- um Ok.
Weapons NOPE.
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
- Sure why not?
Ok.[/b]
- GET BETTER EXAMPLES.
[/list]
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.
Re: Cloak while speed healing : This was done to prevent stealthers from tanking while remaining invisible. Mostly for vehicles though and heavier infantry from just getting repped tool back up while being difficult to hit.
Re: Active Modules : once again mostly vehicles, this however does apply to infantry in case a second module like the cloak is added like some sort of berserker or hulk mode.
Re: Noise level : https://www.youtube.com/watch?v=BRBcjsOt0_g
Re: Noise Range : Shotgun noise range is pretty low actually; and just because you're invisible does not make you heard, ethereal, or unobservable of other physics involved such as the foot pad noise you're going to make while landing after a jump or the noise you make climbing a ladder.
Re: Endurance Time : Agreeably it can be long as needed to cover majority of situations, in my opinion you should be able to go from letter to letter fully cloaked and have some in reserve still if one runs the way there (but may come short if user sprinted instead)
Re: Cooldown and Disruption Timer : Cooldown is when the player ended the cloak himself or cloak runs out on its own. Disruption + cooldown is when the player's cloak is broken by outside forces such as nearby power sources shorting it out, or weapons fire. Thus this becomes a cloak operator concern. I can see skills playing into how long disruption time is (like 10% reduction per cloak level) Cooldown is a short breather similar to that of a stamina and one shouldn't have to wait too long to reactivate if the cooldown was player purposed, disruptions are however much longer and should last as long as an engagement window normally for scouts.
Re: Decloak range to power sources. It may be possible to change the distances for each, the idea is to prevent camping, and using these objects as means of crosshair camo. As for infantry contact range is immensely short in this game and most of the time neither party can reliably hit each other at that range.
Re: Vehicle call down, someone already pointed it would be abused to hell by dedicated pilots to call down vehicles safely without getting shot.
Re: Deactivation on purpose; wheel needs fixing, especially considering you can still order squads while cloaked ><
Re: Other stuff usage; You only have two hands and you're holding down the cloak button basically while running around.
Re: This was inferring to cloaks itself going up in metas it should never boil down to one getting a prototype level cloack and be able to approach a hostile player in his field of view and pop him in the head with a shotgun.
Re: Better Examples ; Open ears.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Iron Wolf Saber
Den of Swords
11788
|
Posted - 2014.01.10 01:10:00 -
[64] - Quote
Cyrius Li-Moody wrote: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.
Have to start somewhere. It is much easier to give than to take away.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Darius Ashran
Molon Labe. Public Disorder.
58
|
Posted - 2014.01.10 01:23:00 -
[65] - Quote
From CCP Remnant
- 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.
https://forums.dust514.com/default.aspx?g=posts&m=1699530#post1699530 |
Free Beers
Imperfects Negative-Feedback
1750
|
Posted - 2014.01.10 01:24:00 -
[66] - 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.
While I disagree with some things I agree with your overall proposal. What makes me sad is that this is what a cpm caliber person brings to the community. Frankly, not a single person that i have see running has this ability.
I still think most of your ideas are terrible but i would vote for you over the lot we have running in a heart beat.
[CCP]FoxFour> STFU beers[CCP]FoxFour> Erm
[CCP]FoxFour> I mean[CCP]FoxFour> shit
[CCP]FoxFour> you were defending me
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
95
|
Posted - 2014.01.10 01:31:00 -
[67] - Quote
mollerz wrote: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 B00LSHITE I can see about adjusting and you also get to understand the bullet point a bit. 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.
I just quoted it because a single like wasn't enough |
Poonmunch
Sanguis Defense Syndicate
782
|
Posted - 2014.01.10 01:45:00 -
[68] - Quote
I think if you are cloaked you should lose some other functionality based on the fact that it is a super sci-fi electric field-generating gizmo.
For example the cloak works both ways (no one can see in, you can't see players/vehicles out) or you lose your radar. Or it slowly drains your shields. Something like that.
Using the cloak should add a downside to the player while using it.
Munch
Munch for CPM 1 Campaign Headquarters
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
95
|
Posted - 2014.01.10 02:12:00 -
[69] - Quote
Iron Wolf Saber wrote:Re: Cloak while speed healing : This was done to prevent stealthers from tanking while remaining invisible. Mostly for vehicles though and heavier infantry from just getting repped tool back up while being difficult to hit. Why wasn't this stated in the first place
Re: Active Modules : once again mostly vehicles, this however does apply to infantry in case a second module like the cloak is added like some sort of berserker or hulk mode. Re: Noise level : https://www.youtube.com/watch?v=BRBcjsOt0_g I don't think you understood the video, please watch or re-watch 2:10 - 2:50. Counter-play is about giving theOPPONENT options to counter a tactic or strategy(i.e. scanners, safety in numbers) NOT gimping to the brink of uselessness. Re: Noise Range : Shotgun noise range is pretty low actually; and just because you're invisible does not make you heard, ethereal, or unobservable of other physics involved such as the foot pad noise you're going to make while landing after a jump or the noise you make climbing a ladder. Conversely, cloaking should you magically make you louder?Re: Cooldown and Disruption Timer : Cooldown is when the player ended the cloak himself or cloak runs out on its own. Disruption + cooldown is when the player's cloak is broken by outside forces such as nearby power sources shorting it out, or weapons fire. Thus this becomes a cloak operator concern. I can see skills playing into how long disruption time is (like 10% reduction per cloak level) Cooldown is a short breather similar to that of a stamina and one shouldn't have to wait too long to reactivate if the cooldown was player purposed, disruptions are however much longer and should last as long as an engagement window normally for scouts. 1. We don't know how exactly the cooldown mechanic works, because if it works like vehicles modules were cooldown cooldown is independant of active duration. Then no, that's punishing the cloak operator twice. 2. If it's like heat buildup system used on hybrid weapons then it's understandableRe: Decloak range to power sources. It may be possible to change the distances for each, the idea is to prevent camping, and using these objects as means of crosshair camo. As for infantry contact range is immensely short in this game and most of the time neither party can reliably hit each other at that range. Re: Vehicle call down, someone already pointed it would be abused to hell by dedicated pilots to call down vehicles safely without getting shot. How is this any different from standing hidden in cover then sprinting into the vehicle as soon as it lands?Re: Deactivation on purpose; wheel needs fixing, especially considering you can still order squads while cloaked >< Re: Other stuff usage; You only have two hands and you're holding down the cloak button basically while running around. There are these things with two positions, usu. on/off called switches. Re: This was inferring to cloaks itself going up in metas it should never boil down to one getting a prototype level cloack and be able to approach a hostile player in his field of view and pop him in the head with a shotgun. I believe that is the point of shimmer
Re: Better Examples ; Open ears. |
Iron Wolf Saber
Den of Swords
11795
|
Posted - 2014.01.10 02:48:00 -
[70] - Quote
Ahsa I understood the video to the point that active scanners don't fit into the concept at all and that cloaks can easily be just as bad. Non cloakers could feel more than entirely helpless to deal with a cloaker if it comes in too powerfully. The idea is to make both players have fun with the mechanic. Not make either side miserable with it.
Cloaks have tragically always feel into making it very unfun for every non cloaker out there.
Optical Cloaks also don't make you magically quieter. I also said nothing about volume of the noise I said hearing distance is same of that of shotguns which isn't that far of a range.
How is it different from sprinting from cover? Ask the guys who get their tanks stolen all the time in FW to lead to a kick spree.
They make push buttons too.
We dont have any video examples of the shimmer at work and we don't need prototype level + skills + mods = no shimmer.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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fawkuima juggalo
Eternal Beings
829
|
Posted - 2014.01.10 03:01:00 -
[71] - Quote
+1 EXCEPT...... I don't agree with the forced deactivation due to hostile proximity. I dont run scouts at all so this is not a bias opinion......
The main benefit for a cloaked merc should be to kill with stealth. They shouldnt be able to fire while cloaked but they should be able to melee. You should flash visibility when using certain actions like meleeing a player. I think it should deactivate at the end of a charged N.K. strike, but only flash being visible is using uncharged strikes.
The implications that you suggest for the cloak seems to defeat the purpose of one in my eyes. I agree with most everything just not the statement as mentioned above.
---OFFICIAL LOGISTICS REGISTRY BOARD/ H.O.F.----
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fawkuima juggalo
Eternal Beings
829
|
Posted - 2014.01.10 03:10:00 -
[72] - Quote
Cant argue with extra credits bro
---OFFICIAL LOGISTICS REGISTRY BOARD/ H.O.F.----
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Faquira Bleuetta
0uter.Heaven
146
|
Posted - 2014.01.10 03:55:00 -
[73] - 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 -
[74] - 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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Krom Ganesh
Holdfast Syndicate Amarr Empire
1155
|
Posted - 2014.01.10 04:20:00 -
[75] - Quote
Faquira Bleuetta wrote:ccp ban Iron Wolf Saber for posting stupid ****.
No, this is a good thing (though I'm not liking his cloak attributes). He doesn't mean not having a fitting bonus (that is needed along with reductions to other E-War-ish equipment) but all or multiple scouts having racial scout bonuses to cloaks is bad because it shoehorns them into using the cloak which gravely limits the versatility of the scouts.
Scout Roles: M-Speedy Anarchist | C-Chaos Weaver | G-Stealth Recon | A-Endurance Hunter
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jordy mack
Ultramarine Corp
95
|
Posted - 2014.01.10 04:47:00 -
[76] - Quote
Darius Ashran wrote: From CCP Remnant - 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. https://forums.dust514.com/default.aspx?g=posts&m=1699530#post1699530
That's sounds nice and deadly, just thinking out loud what if the cloak used ur shield to power itself. Maybe a set % so as not to play favorites with arm/shield based suits, or make it a set number of hp/sec and give people a reason to shield tank and fit regulators instead of armor. Failing that make stamina into my capacitor. :)
Less QQ more PewPew
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Lorhak Gannarsein
1163
|
Posted - 2014.01.10 04:48:00 -
[77] - Quote
Krom Ganesh wrote:Faquira Bleuetta wrote:ccp ban Iron Wolf Saber for posting stupid ****. No, this is a good thing (though I'm not liking his cloak attributes). He doesn't mean not having a fitting bonus (that is needed along with reductions to other E-War-ish equipment) but all or multiple scouts having racial scout bonuses to cloaks is bad because it shoehorns them into using the cloak which gravely limits the versatility of the scouts.
And Logistics bonus would need changing too, because otherwise they're probably going to be more capable of using cloaks than scouts, thanks to the equipment fitting reduction, and their inherently higher base fitting stats, as well as surplus slots that can be used for fitting mods.
And as far as the external repping one is concerned, hives would HAVE to break cloak, because otherwise I'll just stack a room with repping hives, switch to bricked GalAssault (with basic plates, of course) and alpha you from invisibility with charged scrambler pulses. Then when I take damage, run around the corner, cloak and come back to rep. And repeat.
PRO tanker and proud.
Number of PRO-turret HAVs killed w/ my permahardened MLT Blaster Gunny - 2 (so far xD)
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Iron Wolf Saber
Den of Swords
11800
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Posted - 2014.01.10 04:50:00 -
[78] - Quote
Kuroiokami Tsukinaku wrote: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?
Cannot activate*
Also I think friendlies should not be able to lock you with repair tools becuase that be an ahole thing to do (considering the animation for repair will likely continue to play while you're invisible thus already giving your position away, way to go awoxer!)
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Krom Ganesh
Holdfast Syndicate Amarr Empire
1155
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Posted - 2014.01.10 04:55:00 -
[79] - Quote
Lorhak Gannarsein wrote:And Logistics bonus would need changing too, because otherwise they're probably going to be more capable of using cloaks than scouts, thanks to the equipment fitting reduction, and their inherently higher base fitting stats, as well as surplus slots that can be used for fitting mods.
It can work with the logistics bonus. Upping the scout bonus to reducing fitting costs at lvl5 by 75% and increasing cloak fitting costs to account for the increased bonus should limit their capability to use cloaks.
Ideally though, I would divide equipment into three categories
Logistical equipment - Nanos, uplinks, repair tools, injectors, and scanners Demolition equipment - REs and PMs Electronic Warfare equipment - Cloaks
Then I would give logis a 50% fitting reduction to logistical equipment and scouts a 50% fitting reduction to e-war equipment (some new demolition class could get a demolition fitting bonus down the road). This would separate the logi's bonus from the scout's area of expertise and gives scout's a bonus to more than just Cloaks as more E-War stuff arrives (jammers for example).
Scout Roles: M-Speedy Anarchist | C-Chaos Weaver | G-Stealth Recon | A-Endurance Hunter
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Spectre-M
The Generals General Tso's Alliance
206
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Posted - 2014.01.10 05:46:00 -
[80] - Quote
Valve did cloaks well.
Amarr Factional Warfare Loyalist
Minnmatar in Amarr Armor
I am a Wolf in Sheeps Clothing
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Iron Wolf Saber
Den of Swords
11811
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Posted - 2014.01.10 06:04:00 -
[81] - Quote
That cloak is more suitable to a twitch shooting lobby also there are plenty of anti cloak tools available and two classes that are opted to take on the spy however it is one of those classes that has been most lauded for balance and constant need for changes.
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Denn Maell
PIanet Express Canis Eliminatus Operatives
42
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Posted - 2014.01.10 06:34:00 -
[82] - Quote
Perhaps not letting a cloaker sprint would be enough of a handicap? Shimmer effect not withstanding, Scouts don't need to turn invisible to get places we don't want them to, and being able to hide in place has lots of usefulness.
I don't like the idea of cloaks in general, nor do I like the idea of the Gal Logi being the ScannerBro when the Gal Scout has that (for now) patented. As long as the cloak doesn't affect Profile scouts will still have a job. |
Maken Tosch
DUST University Ivy League
6365
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Posted - 2014.01.10 06:43:00 -
[83] - Quote
Quote: 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.
I have a problem with these points. It's already enough that I would be required to decloak first anyways in order to fire a weapon or hack an objective. But to be forcibly decloak just because of proximity is too much of a nerf especially considering the nature of CQC scouts like me. Cloaks will be practically useless for me if this kind of limit is imposed.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Faquira Bleuetta
0uter.Heaven
149
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Posted - 2014.01.10 07:17:00 -
[84] - Quote
Iron Wolf Saber wrote:That cloak is more suitable to a twitch shooting lobby are u ******* kidding me ? just stop arguing and contradict urself
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Iron Wolf Saber
Den of Swords
11814
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Posted - 2014.01.10 07:38:00 -
[85] - Quote
TF2 is a high reflex shooter aka twitch shooting. The style implemented requires extremely fast reflexes to counter and deal with which is nearly a world apart form dust 514's lightly more tactical pace.
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Keeriam Miray
R 0 N 1 N
237
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Posted - 2014.01.10 07:48:00 -
[86] - Quote
Iron Wolf Saber wrote:dust 514's lightly more tactical pace.
-í-ç-¦-ü-é-+-+-¦-ï-+ -+-+-¦-¦-é -¦-ï-é-î -é-+-+-î-¦-+ -+-+-¦-+-¦-+-+-¦. -í-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦... :D
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Regis Blackbird
DUST University Ivy League
64
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Posted - 2014.01.10 07:50:00 -
[87] - Quote
Maken Tosch wrote:Quote: 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.
I have a problem with these points. It's already enough that I would be required to decloak first anyways in order to fire a weapon or hack an objective. But to be forcibly decloak just because of proximity is too much of a nerf especially considering the nature of CQC scouts like me. Cloaks will be practically useless for me if this kind of limit is imposed.
I agree, the decloaking should occur when the cloaked user takes any action, such switching to a weapon or starts a hack. It should not be forced shutdown based on proximity, to other players or structures. (Although I DO think it should decloak if you bump into another enemy or player) |
Faquira Bleuetta
0uter.Heaven
150
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Posted - 2014.01.10 07:54:00 -
[88] - Quote
Iron Wolf Saber wrote:TF2 is a high reflex shooter aka twitch shooting. The style implemented requires extremely fast reflexes to counter and deal with which is nearly a world apart form dust 514's lightly more tactical pace. soon dust will be a twitch shooting lool look at the new assault rof bonus . |
jerrmy12 kahoalii
The Phoenix Federation
309
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Posted - 2014.01.10 07:57:00 -
[89] - Quote
Faquira Bleuetta wrote:Iron Wolf Saber wrote:TF2 is a high reflex shooter aka twitch shooting. The style implemented requires extremely fast reflexes to counter and deal with which is nearly a world apart form dust 514's lightly more tactical pace. soon dust will be a twitch shooting lool look at the new assault rof bonus . scouts will be on a good level then
I use a tablet so beware of typos
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Iron Wolf Saber
Den of Swords
11818
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Posted - 2014.01.10 08:07:00 -
[90] - Quote
Maken Tosch wrote:Quote: 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.
I have a problem with these points. It's already enough that I would be required to decloak first anyways in order to fire a weapon or hack an objective. But to be forcibly decloak just because of proximity is too much of a nerf especially considering the nature of CQC scouts like me. Cloaks will be practically useless for me if this kind of limit is imposed.
We can keep the range of decloaks very small though, its not supposed to be a tool to take on an entire squad in one go. Rather to be more like a raptor, picking off targets one at a time.
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