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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4655
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Posted - 2014.01.10 08:22:00 -
[91] - Quote
Iron Wolf Saber wrote: Examples Gal (Light Damage or Profile) Cal (Sensor range or Sensor Strength) Min (Sidearm damage or Hacking) Amarr (speed or base hp) [/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.
Oh please don't have the Amarr Scout bonus be to base hp. These are scouts, HP is their weakness. To make a suit more specialized, you focus on the strengths, not the weaknesses.
Also I disagree that the cloaks should reduce the user's profile signature. The relationship between profile signature, scan precision, and active scanner precision should be a very close one carefully based around the base values and impact of fitting dampener modules. It should be completely separated from cloaking. If you are cloaked, you should still be vulnerable to scans. Of course, being scanned would only place you on the radar. It would not break your cloak nor would it display your chevron.
Amarr Victor!
CPM Info and Q&A - Status: Open
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Iron Wolf Saber
Den of Swords
11819
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Posted - 2014.01.10 08:24:00 -
[92] - Quote
Aero Yassavi wrote:Iron Wolf Saber wrote: Examples Gal (Light Damage or Profile) Cal (Sensor range or Sensor Strength) Min (Sidearm damage or Hacking) Amarr (speed or base hp) [/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.
Oh please don't have the Amarr Scout bonus be to base hp. These are scouts, HP is their weakness. To make a suit more specialized, you focus on the strengths, not the weaknesses. Also I disagree that the cloaks should reduce the user's profile signature. The relationship between profile signature, scan precision, and active scanner precision should be a very close one carefully based around the base values and impact of fitting dampener modules. It should be completely separated from cloaking. If you are cloaked, you should still be vulnerable to scans. Of course, being scanned would only place you on the radar. It would not break your cloak nor would it display your chevron.
Well been talking with the scouts from the registrar there was a suggestion to give the scouts (thus light suit skill) a bonus to electronics and biotics function and fitting instead, this works out because cloaks being electronics more likely would be classed to benefit while logistics class wont be.
Right now been prodding them on what the other unique to race bonus should be.
Amarr overall are still the highest ehp race in the game and should remain so. There is a worlds of a difference between a scout and assault anyways in terms of HP values so extra 20-30- even 40 hp is not that much in the eyes of those killing scouts from day to day, but it is a razor thin advantage for a scout none the less.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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WeapondigitX V7
The Exemplars Top Men.
138
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Posted - 2014.01.10 08:25:00 -
[93] - Quote
Galthur wrote:I would edit some things: Cannot activate while HP values are changing (neither positive or negative gains) to Cannot activate within 5 seconds of taking damage or while regenerating shields
Cloaks are forcibly deactivated by proximity to hackable objects such as vehicles, consoles, and OMS objects. to Cloaks are deactivated upon beginning to hack and alert system shows player on map upon this for enemies within 15 meters
Cloaks may be forcibly deactivated by proximity to hostile Cloaks might be forcibly deactivated by proximity to other friendly players even if they are cloaked. to Players within 2 meters friendly or foe can clearly see cloaked user (similar to shadowfall in how it would look)
Cannot use other equipment or activate other equipment such as remote explosives. to Cannot use or place equipment besides RE's which one can detonate but not place until uncloaked
No guns, no firing from cloaked, must deactivate then swap, the swap is going to be slightly delayed, if forcibly deactivated will swap to last used weapon. adjusted so You can have your gun out but firing will activate a 4 second delay once over the users weapon can start firing (with slight recharge delay of 8 sec), deactivating using your equipment will do as said but without penalty to recharging and slightly faster time before you can fire
I like those ideas. Although I would feel more comfortable if players friendly or foe could be able to clearly see cloaked users within 4 meters.
I think cloaked players should be able to have there gun equipped (in there hands) but would not be able to fire until they decloaked. Making the 'fire weapon' button act as an alternate decloak button (while cloaked) would improve the ergonomics of the controls.
The result would allow snipers to be able to decloak without having to swap between equipment and weapons and deal with sniper scope sway unnecessarily (they would have to decloak then swap weapons and re-use there sniper scope and wait for the scope to stabilize, wasting precious time they need to kill enemies that are sprinting between bits of cover, if players can not decloak by pressing the fire weapon button and then fire there weapon at the enemy but pressing the same button again). |
The Black Art
Fatal Absolution Covert Intervention
321
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Posted - 2014.01.10 08:27:00 -
[94] - Quote
I think being able to fire while cloaked would be ok if the cooldown was longer than if you decloaked first then fired, longer by a decent margin. The only problem with this is that if the cooldown resets on death, shotgun scouts basically get a free kill every time they spawn. |
Iron Wolf Saber
Den of Swords
11820
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Posted - 2014.01.10 08:29:00 -
[95] - Quote
The Black Art wrote:I think being able to fire while cloaked would be ok if the cooldown was longer than if you decloaked first then fired, longer by a decent margin. The only problem with this is that if the cooldown resets on death, shotgun scouts basically get a free kill every time they spawn.
most shotty scouts can't run that mentality its cost inefficent and knowing cloaks from eve they're going to be expensive and would likely double the price of any suit they're attached to. This has more to do with the amount of tech going into the module to make them though eve side.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
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The Black Art
Fatal Absolution Covert Intervention
321
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Posted - 2014.01.10 08:38:00 -
[96] - Quote
Iron Wolf Saber wrote:The Black Art wrote:I think being able to fire while cloaked would be ok if the cooldown was longer than if you decloaked first then fired, longer by a decent margin. The only problem with this is that if the cooldown resets on death, shotgun scouts basically get a free kill every time they spawn. most shotty scouts can't run that mentality its cost inefficent and knowing cloaks from eve they're going to be expensive and would likely double the price of any suit they're attached to. This has more to do with the amount of tech going into the module to make them though eve side.
Maybe in pubs, but in PC, getting a free kill on a high priority target is well worth the suit price. |
Iron Wolf Saber
Den of Swords
11827
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Posted - 2014.01.10 15:46:00 -
[97] - Quote
The Black Art wrote:Iron Wolf Saber wrote:The Black Art wrote:I think being able to fire while cloaked would be ok if the cooldown was longer than if you decloaked first then fired, longer by a decent margin. The only problem with this is that if the cooldown resets on death, shotgun scouts basically get a free kill every time they spawn. most shotty scouts can't run that mentality its cost inefficent and knowing cloaks from eve they're going to be expensive and would likely double the price of any suit they're attached to. This has more to do with the amount of tech going into the module to make them though eve side. Maybe in pubs, but in PC, getting a free kill on a high priority target is well worth the suit price.
I am pretty sure cost efficiency still is a factor in PC, just right now we have no means to make it impactful without the secondary market to make rarer gear readily supplyable.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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pseudosnipre
494
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Posted - 2014.01.10 16:06:00 -
[98] - Quote
Hi,
After reading your list I have just one question:
From your point of view as a CPM member, in which situations do you see the cloak (with your prescribed characteristics) being useful?
Thank you.
Today is the sort of day where the sun only comes up to humiliate you.
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Iron Wolf Saber
Den of Swords
11832
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Posted - 2014.01.10 16:14:00 -
[99] - Quote
pseudosnipre wrote:Hi,
After reading your list I have just one question:
From your point of view as a CPM member, in which situations do you see the cloak (with your prescribed characteristics) being useful?
Thank you.
Getting from C to D safely.
Getting into a very noisy equipment nest and getting the initial first strike in to wipe out most of the equipment causing a big enough distraction so that your squad a can get the drop on them while they deal with the sacrificial scout.
Raptoring a squad to death.
Flanking a sniper.
Getting up a ladder.
Crossing a front line without notice to go hack things behind the soldiers and taking out their uplinks.
Camping a HAV pilot doing the recall and call down.
Many more clandestine operations that involves getting the cloaker to places where nobody is looking, or there is only or two guys not paying attention there.
Many people seemed to be confused about the shotgun range sound.
1 the noise level is not that high and is about the same as everything else. 2. I was inferring to the range of hearing the sound, if you're outside of shotgun range you won't hear it. This does not stop the cloaker from decloaking and getting into range while you're looking away.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Takahiro Kashuken
Red Star. EoN.
2181
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Posted - 2014.01.10 16:27:00 -
[100] - Quote
So according to the list everyone can use a cloak
Except its not useful in anyway apart from getting to where you need to go but it can be auto turned off because you happen to get close to something
You could sneak about but it turns off by the time you get to the objective so then everyone sees you and shoots you that is if by the time it uncloaks a 360scan monkey hasnt already picked you up and the decloak sound doesnt sound like a alarm alerting everyone to your presence anyways
You cant hack anything anyways without it flashing or it popping up on top of your screen saying 'cru is being hacked' anyways
Cloaks also have a timer which may run out before you get to where you are going so you get spotted
According to this list i see the cloak being ******* useless
Intelligence is OP
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Krom Ganesh
Holdfast Syndicate Amarr Empire
1168
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Posted - 2014.01.10 16:35:00 -
[101] - Quote
Iron Wolf Saber wrote:Well been talking with the scouts from the registrar there was a suggestion to give the scouts (thus light suit skill) a bonus to electronics and biotics function and fitting instead, this works out because cloaks being electronics more likely would be classed to benefit while logistics class wont be.
Right now been prodding them on what the other unique to race bonus should be.
Amarr overall are still the highest ehp race in the game and should remain so. There is a worlds of a difference between a scout and assault anyways in terms of HP values so extra 20-30- even 40 hp is not that much in the eyes of those killing scouts from day to day, but it is a razor thin advantage for a scout none the less.
So there is a chance cloaking would get tagged as an electronic rather than an equipment? That would work out well.
Here's my suggestion for the unique race bonuses.
As part of that, I think the amarr should get bonuses to max stamina and stamina regen. However, while that is a good general bonus, it doesn't seem like enough so I had an idea for another bonus though I'm not quite sure it fits with the lore of which race is good with what.
What about giving the Amarr scout a bonus to webifiers (when they get here)? It fits with the hunter theme as a way to cripple your prey as you chase them down.
Scout Roles: M-Speedy Anarchist | C-Chaos Weaver | G-Stealth Recon | A-Endurance Hunter
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Maken Tosch
DUST University Ivy League
6372
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Posted - 2014.01.10 16:38:00 -
[102] - Quote
Iron Wolf Saber wrote: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. With decloaking being as easy as a weapon swap it would be easy for a skilled player to time their rushing, deactivation on purpose, weapon draw and attack leading to a kill then with drawl to bring the cloak back up in a cqc environment. Bolder scouts can easily toss the RE and perform the same. Remember you only get nailed with the disrupted cloak penalty if the cloak was turned off by not of your hands. So getitng shot while decloaked then running off to somewhere safe to cloak up. The range I had suggested was 2 meters, the same as the height of one mercenary.
I think 1.5 meters should be the minimum distance if you want a compromise. But what about bumping into other cloaked suits? In Eve Online, two cloaked ships don't decloak each other due to [insert techno babble from lore] if they are close to each other. Would you allow the same in Dust?
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Maken Tosch
DUST University Ivy League
6372
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Posted - 2014.01.10 16:40:00 -
[103] - Quote
Krom Ganesh wrote:[quote=Iron Wolf Saber]Well been talking with the scouts from the registrar there was a suggestion to give the scouts (thus light suit skill) a bonus to electronics and biotics function and fitting instead, this works out because cloaks being electronics more likely would be classed to benefit while logistics class wont be.
The problem with NOT making it an equipment item can be summed up with one simple point.
Invisible heavies with HMGs and FGs. Think about that for a sec.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Krom Ganesh
Holdfast Syndicate Amarr Empire
1168
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Posted - 2014.01.10 16:48:00 -
[104] - Quote
Maken Tosch wrote:The problem with NOT making it an equipment item can be summed up with one simple point.
Invisible heavies with HMGs and FGs. Think about that for a sec.
I don't think he means moving it to a module slot, just how it is tagged in the item's data. As in the cloak is still fitted to the equipment slot, but it has an electronic attribute and not an equipment attribute so it wouldn't count for the logi's bonus but would count for the suggested scout bonus of biotics/electronics.
Scout Roles: M-Speedy Anarchist | C-Chaos Weaver | G-Stealth Recon | A-Endurance Hunter
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Oswald Rehnquist
1060
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Posted - 2014.01.10 17:17:00 -
[105] - Quote
I agree with the scout roles, in fact I believe we and many others had this same division way back in close beta as well.
Gallente Scout
Gal scout is easy enough with current content and in fact its current proposed SiSi racials are actually fine as is. Sig reduction + low slots makes them better at cloaks than any other scout, and probably a little beefer due to their ability to forgo one extra dampener for an armor mod to help in cqc. Radius increase also helps with hunting down medium frames, which will be the most common target.
Gal- 10% scan radius, 5% to pro sig reduction
Minmatar Scout
The min scout should be the biotic hacking scout. I think freeing them of the knife would be a good thing (being tied to one weapon sucks) and a melee that is actually worth something, I'm talking about setting the innate melee to 200 and a 10% innate hacking bonus on the suit. They can shoot from afar with the combat rifle, knock em out with an elbow, and hacking when appropriate. They could also combo melee and knife to get faster results.
Min- 5% to hacking and melee damage (make sure to read the increase in base stats to melee and hacking)
Caldari Scout
The cal scout in my mind and even reflected in the description was the anti scout, and I say this because they are the premier high slot scout, which means they can stack the most precision. If the jammer equipment item was based on the precision stat like the cloak is based on the profile sig stat then the cal scout could get a bonus to precision. Thus the two main roles would be counter insurgency and jamming opposition. Lore behind using precision is due to the fact that your suit needs to be able to electronically locate the suit before you are able to infect it with a "virus", if you can't pick it up on your passives, you can't actually target the suit. Also the ewar resistance stat should be precision as well, similar to how computer viruses are rendered mute when your computer can recognize and isolate them, so should precision be understood in the same way.
Cal- 10% to precision, 5% to scan radius
Amarr Scout
I'm pretty much flowing with the grain on this one but 10% to stamina pool and regeneration, combine this with +1 extra equipment slot over the other scouts makes them good equipment runners, (which is what I function as in competitive matches). As for an E-war that can work with stamina, considering that they are specialized in energy vampire and tracking (aiming) disruption. You could theoretically create an equipment item that drains your own stamina (can be channeled as long as you have stamina) which has some aoe effect on the target, for dropsuits energy could be weapon function, movement, shields, anything.
Am- 10% to stamina and stamina regeneration
Below 28 dB
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Iron Wolf Saber
Den of Swords
11840
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Posted - 2014.01.10 17:32:00 -
[106] - Quote
1.5 meters sounds like a good compromise.
As for the cloaks its only covert cloaks, it was done for bomber squadrons.
As for dust 514, I am hesitant to see what a squad of cloakers would do that is a big guess work into the void on figuring out what a cloaked squad can accomplish.
However so is the decloak near friendlies being on a might list instead of the must list. Friendlies can be jack hats at times and ruin what you are trying do so that's why its in the might category. Its something that can go either way. However with hostiles its more understandable to get decloaked by a hostile cloaker.
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Omni-Soldier, Forum Warrior, Annoying Artist
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Goric Rumis
Dead Six Initiative Lokun Listamenn
297
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Posted - 2014.01.10 17:56:00 -
[107] - Quote
I'm on board with most of the suggestions. I'm a little iffy on all of the proximity deactivation rules--certainly the friendly ones, but even the enemy rules. Also, if you can't hack while cloaked then proximity to hackable objects shouldn't be an issue. I'm worried that might limit the ability to move through certain areas.
With respect to Scouts and Scout bonuses, I also want to re-emphasize the need for a Scout suit with two equipment slots in order to fit a cloak and another piece of equipment. Being able to cloak, infiltrate, and drop an uplink could turn the course of some engagements and should be a legitimate tactic. Same with scanning behind enemy lines for reconnaissance, or dropping REs to create a trap. (Of course, the Scout would have to de-cloak to do any of these things.) This would also be generally useful for players taking on the Scout role.
I would prefer it if the extra equipment slot came at the expense of firepower, preferably in the removal of the sidearm slot; however, this would be unfair to offensive scouts without the addition of a light suit specifically for offense.
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. From my perspective, the cloak should turn off any armor or shield regen, including the built-in shield recharge and any skill-based armor repair. People shouldn't be able to sit cloaked and invisible while their suit gets back to 100%.
The Tank Balancing Factor No One Is Discussing
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Maken Tosch
DUST University Ivy League
6373
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Posted - 2014.01.10 18:00:00 -
[108] - Quote
Goric Rumis wrote:I'm on board with most of the suggestions. I'm a little iffy on all of the proximity deactivation rules--certainly the friendly ones, but even the enemy rules. Also, if you can't hack while cloaked then proximity to hackable objects shouldn't be an issue. I'm worried that might limit the ability to move through certain areas. With respect to Scouts and Scout bonuses, I also want to re-emphasize the need for a Scout suit with two equipment slots in order to fit a cloak and another piece of equipment. Being able to cloak, infiltrate, and drop an uplink could turn the course of some engagements and should be a legitimate tactic. Same with scanning behind enemy lines for reconnaissance, or dropping REs to create a trap. (Of course, the Scout would have to de-cloak to do any of these things.) This would also be generally useful for players taking on the Scout role. I would prefer it if the extra equipment slot came at the expense of firepower, preferably in the removal of the sidearm slot; however, this would be unfair to offensive scouts without the addition of a light suit specifically for offense. 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. From my perspective, the cloak should turn off any armor or shield regen, including the built-in shield recharge and any skill-based armor repair. People shouldn't be able to sit cloaked and invisible while their suit gets back to 100%.
Pretty much. In Eve Online, other active modules are prohibited from activating while the cloak is active. Ships can't even target while cloaked.
OK, CCP. When are knives finally going to be improved?
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Iron Wolf Saber
Den of Swords
11843
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Posted - 2014.01.10 18:02:00 -
[109] - Quote
Look guys I am able to negotiate if it means for the better of both cloaker and victim. Anyways updating the proximity range.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Maken Tosch
DUST University Ivy League
6373
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Posted - 2014.01.10 18:04:00 -
[110] - Quote
Iron Wolf Saber wrote:1.5 meters sounds like a good compromise.
As for the cloaks its only covert cloaks, it was done for bomber squadrons.
As for dust 514, I am hesitant to see what a squad of cloakers would do that is a big guess work into the void on figuring out what a cloaked squad can accomplish.
However so is the decloak near friendlies being on a might list instead of the must list. Friendlies can be jack hats at times and ruin what you are trying do so that's why its in the might category. Its something that can go either way. However with hostiles its more understandable to get decloaked by a hostile cloaker.
I would say let friendlies be close together without decloaking each other. Enemies on the other hand... you'll have to decloak anyways to attack so I don't mind as long as the decloak distance is not too much. This is why I feel 1.5 meters is reasonable without limiting the scout's ability to traverse through areas. However, being near vehicles should be excluded because god forbid that one LAV or HAV comes out of nowhere as you turn a corner and suddenly your cloak is disrupted.
OK, CCP. When are knives finally going to be improved?
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Maken Tosch
DUST University Ivy League
6373
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Posted - 2014.01.10 18:11:00 -
[111] - Quote
Quote: Stressed movements could drain the cloak faster (anything that consumes stamina)
I don't think sprinting should drain the cloak faster. It's enough that we have an active timer on them. As for the active timer, I would suggest maybe lasting between 45-60 seconds which is about the amount of time it takes for a scout to sprint from the default spawn area in the redline to one of the objectives with at least a 30-second cooldown (15 seconds for Covert Ops cloaks - which should be for prototype scouts only)
Here is a list of my own suggestions:
Quote: Standard Cloak (can fit on all suit classes and tiers) CPU: 250 PG: 60 Cooldown Upon Deactivation: 30 Seconds Cloak Stability Rating while Moving: 4 (moderate-high shimmer) Cloak Stability Rating while Sprinting: 2 (high shimmer) Bonuses when fitted on Scout: 80% reduction on CPU/PG usage and a +3 Cloak Stability Rating for moving and sprinting.
Covert Ops Cloak (can only be fitted on specialty Covert Ops Scout or Prototype Scout) CPU: 350 PG: 60 Cooldown: 15 seconds Cloak Stability Rating while Moving: 10 (no shimmer) Cloak Stability Rating while Sprinting: 8 (very low shimmer) Bonus when fitted on Prototype Scout: 80% reduction on CPU/PG usage Bonus when fitted on Covert Ops Specialty Scout: 80% reduction on CPU/PG usage with 25% reduction to cooldown timer
Skill Prerequisite for Standard Cloak: Cloaking Equipment Skill Book Level 1 ( 5% reduction to cooldown timer per level )
Skill Prerequisites for Covert Ops Cloak: Cloaking Equipment Skill Book Level 5 ( 5% reduction to cooldown timer per level ) Cloaking Equipment Proficiency Skill Book Level 1 ( 3% reduction to cooldown timer per level )
NOTE: Must first train up to [Racial] Scout Level 5 before being able to train towards the Covert Ops scout.
This is a modified version of what I submitted to CPM Heinrich not too long ago. I made some changes to the CPU/PG requirements and bonuses.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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The Black Art
Fatal Absolution Covert Intervention
322
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Posted - 2014.01.10 18:18:00 -
[112] - Quote
Iron Wolf Saber wrote: I am pretty sure cost efficiency still is a factor in PC
It's really not. People are told not to worry about ISK in PC, so you can play the best of your ability and go hard. You can't have people worrying about ISK in a competitive match. All corps I know of either pay people per PC, have some kind of salary, or reimburse specific people who are low on ISK. |
Galthur
CrimeWave Syndicate
217
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Posted - 2014.01.10 18:21:00 -
[113] - Quote
Any chance the cloak could be like the PLC but with PG that way I can fit a PLC and a cloak making the PLC semi-useful with the current TTK
Seasoned players never left academy because it did not exist, that's why we fight alongside and against noobs.
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pseudosnipre
496
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Posted - 2014.01.10 19:28:00 -
[114] - Quote
Thank you for responding, responses provided in-line. Not trying to yell, just used caps for clarity.
Iron Wolf Saber wrote:pseudosnipre wrote:Hi,
After reading your list I have just one question:
From your point of view as a CPM member, in which situations do you see the cloak (with your prescribed characteristics) being useful?
Thank you. Getting from C to D safely. CLOAK NOT NECESSARY IN MAJORITY OF INSTANCES...WOULD PREFER AN ALWAYS USEFUL SPEED/STAMINA BUFF. Getting into a very noisy equipment nest and getting the initial first strike in to wipe out most of the equipment causing a big enough distraction so that your squad a can get the drop on them while they deal with the sacrificial scout. AGAIN, NOT NECESSARILY DIFFICULT...ESPECIALLY IF EQUIPMENT LAG HAS BEEN FIXED. Raptoring a squad to death. SURELY YOU JEST... Flanking a sniper. TUNNEL VISION = NOT NEEDED Getting up a ladder. OK, THIS IS TRUE... Crossing a front line without notice to go hack things behind the soldiers and taking out their uplinks. ALREADY ACHIEVED VIA WIDE FLANK AND/OR PATIENCE. CROSSING TOO CLOSE AND NO JUMP/SPRINT NEGATES USE OF INFILTRATION CLOAK IN TIGHT QUARTERS. ALSO, RED RETICLE. Camping a HAV pilot doing the recall and call down. SHADOWING A TANK IN CQC TO KILL HIM WHEN HE POPS OUT TO RECALL? LOL, MAYBE BUT NO WAY TO MAKE A LIVING Many more clandestine operations that involves getting the cloaker to places where nobody is looking, or there is only or two guys not paying attention there. NOT CURRENTLY A PROBLEM, EXCEPT FOR DROPSHIP ONLY LOCATIONS Many people seemed to be confused about the shotgun range sound. 1 the noise level is not that high and is about the same as everything else. 2. I was inferring to the range of hearing the sound, if you're outside of shotgun range you won't hear it. This does not stop the cloaker from decloaking and getting into range while you're looking away.
Today is the sort of day where the sun only comes up to humiliate you.
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Iron Wolf Saber
Den of Swords
11848
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Posted - 2014.01.10 19:39:00 -
[115] - Quote
C to D could be open space and point b which looks over it is full of hostiles and its a sniper ally.
Getting into nests is still very hard to do with all guns pointed in your general direction with no flankable option.
I surely do not jest, a good scout can raptor a squad to death currently this tool would help them a bit.
Depends on the sniper first being the corner sniper where you cannot flank said sniper for his sniper alley is the same as the only ways to get to him. The second of which is the recon snipers the ones that don't hug their scopes all the time and only pick off targets of oppertunity.
Red reticule hunting is needle in the haystack. You would know if you got hit with the worst of the render bug.
Hunters are creatures who thrive on creatures of habbit, those that constantly call and recall their tanks or always call their tanks in one spot of the map are most prone to being victims. FW has taught many this.
It can be easily a problem on the smaller maps, also the cloak would save travel time by not having to take the massively long route. Hence the better use as a mobility tool and not a weapon.
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Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Maken Tosch
DUST University Ivy League
6380
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Posted - 2014.01.10 21:53:00 -
[116] - Quote
I agree that the cloak will be an excellent mobility tool. The biggest issue we ninjas always have with big maps is the lack of cover. Any cover in those large maps are always few and far in between. This forces us to take extremely long routes that take up a chunk of our time to get to our destination. And if by any chance we get caught before uplinks can be set, we have to start all over and by then it is likely that the same route we took is no longer safe. This is most apparent in maps like line harvest, iron delta, and spine crescent or that somewhat-recent crater map.
Cover is paramount to a scout. Without it, we are relegated to being literally on the sidelines for most of the match. That's no fun for us ninjas.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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mollerz
Minja Scouts
1715
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Posted - 2014.01.10 22:08:00 -
[117] - Quote
Maken Tosch does not speak for all scouts, and frankly, his concessions are ridiculous as they are entirely his own.
You gotta hustle if you wanna make a dolla
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Iron Wolf Saber
Den of Swords
11863
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Posted - 2014.01.10 22:58:00 -
[118] - Quote
Maken Tosch wrote:I agree that the cloak will be an excellent mobility tool. The biggest issue we ninjas always have with big maps is the lack of cover. Any cover in those large maps are always few and far in between. This forces us to take extremely long routes that take up a chunk of our time to get to our destination. And if by any chance we get caught before uplinks can be set, we have to start all over and by then it is likely that the same route we took is no longer safe. This is most apparent in maps like line harvest, iron delta, and spine crescent or that somewhat-recent crater map.
Cover is paramount to a scout. Without it, we are relegated to being literally on the sidelines for most of the match. That's no fun for us ninjas.
This is where one area cloaks will shine or should shine the best.
In CQC is should be more for the ability to hide in a corner catch a breather plan the next step before going out to snatch another person out of the squad you're harassing.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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mollerz
Minja Scouts
1717
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Posted - 2014.01.10 23:34:00 -
[119] - Quote
Iron Wolf Saber wrote:Maken Tosch wrote:I agree that the cloak will be an excellent mobility tool. The biggest issue we ninjas always have with big maps is the lack of cover. Any cover in those large maps are always few and far in between. This forces us to take extremely long routes that take up a chunk of our time to get to our destination. And if by any chance we get caught before uplinks can be set, we have to start all over and by then it is likely that the same route we took is no longer safe. This is most apparent in maps like line harvest, iron delta, and spine crescent or that somewhat-recent crater map.
Cover is paramount to a scout. Without it, we are relegated to being literally on the sidelines for most of the match. That's no fun for us ninjas. This is where one area cloaks will shine or should shine the best. In CQC is should be more for the ability to hide in a corner catch a breather plan the next step before going out to snatch another person out of the squad you're harassing.
False. Maybe the way you think it is played, but for a minja that would be more death and no kills.
Once you commit, you have to go all in. Squads communicate, and once their heavy goes down they all know it. Once they know you are there you have to keep going. You are not going to escape, and will only lessen your chances by putting distance between you and them on most maps. They will just shoot you in the back with their rail rifles or scramblers. Sometimes terrain and obstacles are kind, but in most places it is not. A squad will end up surrounding you.
What you are talking about is camping. That, imho, is a weak way to play, and will net you low kill counts at best.
You gotta hustle if you wanna make a dolla
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Maken Tosch
DUST University Ivy League
6380
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Posted - 2014.01.10 23:44:00 -
[120] - Quote
mollerz wrote:Iron Wolf Saber wrote:Maken Tosch wrote:I agree that the cloak will be an excellent mobility tool. The biggest issue we ninjas always have with big maps is the lack of cover. Any cover in those large maps are always few and far in between. This forces us to take extremely long routes that take up a chunk of our time to get to our destination. And if by any chance we get caught before uplinks can be set, we have to start all over and by then it is likely that the same route we took is no longer safe. This is most apparent in maps like line harvest, iron delta, and spine crescent or that somewhat-recent crater map.
Cover is paramount to a scout. Without it, we are relegated to being literally on the sidelines for most of the match. That's no fun for us ninjas. This is where one area cloaks will shine or should shine the best. In CQC is should be more for the ability to hide in a corner catch a breather plan the next step before going out to snatch another person out of the squad you're harassing. False. Maybe the way you think it is played, but for a minja that would be more death and no kills. Once you commit, you have to go all in. Squads communicate, and once their heavy goes down they all know it. Once they know you are there you have to keep going. You are not going to escape, and will only lessen your chances by putting distance between you and them on most maps. They will just shoot you in the back with their rail rifles or scramblers. Sometimes terrain and obstacles are kind, but in most places it is not. A squad will end up surrounding you. What you are talking about is camping. That, imho, is a weak way to play, and will net you low kill counts at best.
Then what do you suggest exactly (mechanics wise) on how to implement the cloak? To suit a write variety of purposes at least.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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