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Absoliav
Tronhadar Free Guard Minmatar Republic
121
|
Posted - 2014.01.14 05:38:00 -
[1] - Quote
The Community is currently in an uproar over the topic of cloaks in the subject of "Game Balance", so I've made this thread to discuss how we can balance such a thing to make it fair/fun in terms of gameplay.
There is no consensus for how cloaks should work has been achieved, the CPM purposes that it should be an equipment that can't be switched while in use and that it be a primarily used as a means of a escape, while also having several ways to detect the user, problem with this is that it' provides very little benefit for the sacrifice one makes to equip and use it, as we understand, the fitting cost for cloaks will be high, so shouldn't the sacrifice be worth it? While another part of the community wants as little restriction while using cloaks as possible, without proper restriction on something so powerful would just ruin the game as we know it.
I believe we can come to an agreement that doesn't involve making cloaks useless or overpowered cheap trick while also making them an effective combat tool for EWarfare and active combat.
I am going to start by saying this, I believe we should be able to fire our guns while using cloaks, the only successful game I've seen that disables you from preforming actions while invisible is TF2, the Spy can cloak when ever he wants so long as he has the energy to do so, but the balancing point for him is that he can not attack without first disabling his watch, but the're is suite of mechanics in place to support this.
I strongly feel that the current state of Dust doesn't have the appropriate mechanics to support cloaking properly, if cloaking is to be introduced it would require several mechanics be introduced to make it fair yet effective, I think there should be a some sort of "Disruption Threshold", as we know, firing a weapon will limit the amount of time cloaked, but shouldn't the strength of the gun or gun in use be taken into account? If cloaks had a damage threshold that if reached, would overwork the cloak to deactivation, example if say the Threshold was say 100, and the sniper rifle's Disruption damage was based of it's alpha damage, it would set it to cooldown the moment it was fired and the distorsion damage applied to the cloak would be kept until the cloak was given time to cooldown by forced or manual deactivation, similar to how SCR overheat works, but if say one did overwork their cloak, the cooldown should be significantly increased, like how Shield Depletion works, first the cloak would have a Forced Depletion Delay time, where X amount of time would have to pass before it could start to recover after overworking "it", then the standard cooldown would begin.
I also believe there should be some sort of low distinct noise while in use, with a distortion effect that becomes more obvious while moving or discharging a weapon, but I think it should also have a visible forced deactivation effect, that would occur in situations like in my earlier example, it should also have the Forced Depletion Delay activate if the cloak user is hit with a Flux or EMP from an OB, while also giving off a visual effect that should also be audible when being forced to deactivate, I also feel it should have distinct noise when being turned on and off.
These are just some ideas to help with balancing cloaks that I hope we can discuss and hopefully come to a consensus on.
What does the Community think would help balance cloaks without limiting them to an extreme degree? |
Maken Tosch
Edimmu Warfighters Gallente Federation
6424
|
Posted - 2014.01.14 06:53:00 -
[2] - Quote
After having so much debate with this, I have decided to just wait and see how CCP implements it. Besides, we have no clue how much of an overhaul the dropsuits will undergo in the next patch and we don't know the base stats of the cloak in question such as CPU/PG, cooldown, etc. or if there are going to be variants of it available. There are just too many variables that we don't know.
But overall, I have the following opinions that I am least certain about.
1. Scouts should definitely have full benefits to the cloaking equipment compared to the rest of the suit classes. 2. Cloaking should be an equipment item so that we can avoid the dreaded invisible heavies with HMGs. 3. There should be two variants. A standard for all classes and tiers and a covert ops version that can only be fitted on either a proto scout or specialty covert ops scout. The covert ops variant should offer perks that the standard doesn't offer. 4. Shooting while cloaked is a very tricky subject so I decided to let CCP decide on that. Hopefully they'll do it right. 5. Scouts should definitely have fitting bonuses for cloaks that are greater than the other classes.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
803
|
Posted - 2014.01.14 07:01:00 -
[3] - Quote
Maken Tosch wrote:After having so much debate with this, I have decided to just wait and see how CCP implements it. Besides, we have no clue how much of an overhaul the dropsuits will undergo in the next patch and we don't know the base stats of the cloak in question such as CPU/PG, cooldown, etc. or if there are going to be variants of it available. There are just too many variables that we don't know.
But overall, I have the following opinions that I am least certain about.
1. Scouts should definitely have full benefits to the cloaking equipment compared to the rest of the suit classes. 2. Cloaking should be an equipment item so that we can avoid the dreaded invisible heavies with HMGs. 3. There should be two variants. A standard for all classes and tiers and a covert ops version that can only be fitted on either a proto scout or specialty covert ops scout. The covert ops variant should offer perks that the standard doesn't offer. 4. Shooting while cloaked is a very tricky subject so I decided to let CCP decide on that. Hopefully they'll do it right. 5. Scouts should definitely have fitting bonuses for cloaks that are greater than the other classes.
I guess what you are suggesting is pretty nice ONLY IF YOU ARE A PROTO SCOUT ; ) Way to balance the game.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
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Maken Tosch
Edimmu Warfighters Gallente Federation
6424
|
Posted - 2014.01.14 07:08:00 -
[4] - Quote
Ludvig Enraga wrote:Maken Tosch wrote:After having so much debate with this, I have decided to just wait and see how CCP implements it. Besides, we have no clue how much of an overhaul the dropsuits will undergo in the next patch and we don't know the base stats of the cloak in question such as CPU/PG, cooldown, etc. or if there are going to be variants of it available. There are just too many variables that we don't know.
But overall, I have the following opinions that I am least certain about.
1. Scouts should definitely have full benefits to the cloaking equipment compared to the rest of the suit classes. 2. Cloaking should be an equipment item so that we can avoid the dreaded invisible heavies with HMGs. 3. There should be two variants. A standard for all classes and tiers and a covert ops version that can only be fitted on either a proto scout or specialty covert ops scout. The covert ops variant should offer perks that the standard doesn't offer. 4. Shooting while cloaked is a very tricky subject so I decided to let CCP decide on that. Hopefully they'll do it right. 5. Scouts should definitely have fitting bonuses for cloaks that are greater than the other classes. I guess what you are suggesting is pretty nice ONLY IF YOU ARE A PROTO SCOUT ; ) Way to balance the game.
Scouts need plenty of love anyways and those proto scouts definitely need something that's worth the investment.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Maken Tosch
Edimmu Warfighters Gallente Federation
6428
|
Posted - 2014.01.14 15:49:00 -
[5] - Quote
Bump
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Absoliav
Tronhadar Free Guard Minmatar Republic
121
|
Posted - 2014.01.14 17:10:00 -
[6] - Quote
Maken Tosch wrote:After having so much debate with this, I have decided to just wait and see how CCP implements it. Besides, we have no clue how much of an overhaul the dropsuits will undergo in the next patch and we don't know the base stats of the cloak in question such as CPU/PG, cooldown, etc. or if there are going to be variants of it available. There are just too many variables that we don't know.
But overall, I have the following opinions that I am least certain about.
1. Scouts should definitely have full benefits to the cloaking equipment compared to the rest of the suit classes. 2. Cloaking should be an equipment item so that we can avoid the dreaded invisible heavies with HMGs. 3. There should be two variants. A standard for all classes and tiers and a covert ops version that can only be fitted on either a proto scout or specialty covert ops scout. The covert ops variant should offer perks that the standard doesn't offer. 4. Shooting while cloaked is a very tricky subject so I decided to let CCP decide on that. Hopefully they'll do it right. 5. Scouts should definitely have fitting bonuses for cloaks that are greater than the other classes.
EDIT:
One more thing, if CCP ever introduces Covert Ops scouts, it's probably likely that it would only have two sidearm slots, no light slots but at least two equipment slots with 3 highs and 4 lows. Kind of like a mini-commando. After all, a covert ops is more than likely going to be used for infiltration and general harassment anyways. With the exclusion of the light slot, the covert ops won't be used for sniping but will be ideal for those looking to cause absolute mayhem behind enemy lines.
Training up for such a suit however should be extensive. This is a specialty suit after all with perks that not even a proto scout could match.
True, the number of variables is ridicules, there is also a good chance that everything that has been mentioned so far is already being looked at by CCP. But I feel a general consensus is still necessary to help CCP in terms of feedback, right now the community's opinion on cloaks is far too fractured to determine if anyone is really wants it when it comes out.
I like the idea of a Black Ops light frames, when CCP released the Black Eagle suits I thought it was some sort of public testing to see how such a suit could work, I think it was a great example of what a light combat frame could look like. Hopefully well see something like the Eagles come out soon, I wasn't part of the event the Black Eagles were tied to, anyone know how effective they were on the field? |
HiddenBrother
Days of Ruin
29
|
Posted - 2014.01.14 17:18:00 -
[7] - Quote
Cloak balance threads before the cloak is implemented into the game itself.
Welcome to Dust 514 forums.
Ruin.
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Maken Tosch
Edimmu Warfighters Gallente Federation
6430
|
Posted - 2014.01.14 17:47:00 -
[8] - Quote
HiddenBrother wrote:Cloak balance threads before the cloak is implemented into the game itself.
Welcome to Dust 514 forums.
You could say the same for the Eve Online forums. Many of us Dust mercs came from there.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Maken Tosch
Edimmu Warfighters Gallente Federation
6430
|
Posted - 2014.01.14 17:49:00 -
[9] - Quote
Absoliav wrote:
True, the number of variables is ridicules, there is also a good chance that everything that has been mentioned so far is already being looked at by CCP. But I feel a general consensus is still necessary to help CCP in terms of feedback, right now the community's opinion on cloaks is far too fractured to determine if anyone is really wants it when it comes out.
I like the idea of a Black Ops light frames, when CCP released the Black Eagle suits I thought it was some sort of public testing to see how such a suit could work, I think it was a great example of what a light combat frame could look like. Hopefully well see something like the Eagles come out soon, I wasn't part of the event the Black Eagles were tied to, anyone know how effective they were on the field?
The Black Eagle scout suits are literally light-frame commandos wielding two light weapons. A shotgun and an assault rifle. Despite the lack of available modules, those suits rocked according to a lot of scout users. The major drawback though was the flimsy EHP it has. But then again it was a militia-level item to begin with.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Absoliav
Tronhadar Free Guard Minmatar Republic
121
|
Posted - 2014.01.14 18:13:00 -
[10] - Quote
Maken Tosch wrote: The Black Eagle scout suits are literally light-frame commandos wielding two light weapons. A shotgun and an assault rifle. Despite the lack of available modules, those suits rocked according to a lot of scout users. The major drawback though was the flimsy EHP it has. But then again it was a militia-level item to begin with.
Would you say the drawbacks were appropriate for what it was at militia level? |
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Joseph Ridgeson
WarRavens League of Infamy
302
|
Posted - 2014.01.14 18:53:00 -
[11] - Quote
I seem to remember almost all of the "this is going to be so awesome/overpowered/underpowered" chatter before a release be wrong. ADS were going to be super OP, 1.7 was going to be completely terrible for Tanks, Plasma Cannon was going to be OP. The only one I know that was correct was the release flaylock and that was because everyone saw the footage, looked at the stats, and realized it was just better than a Mass Driver in every way.
Until it is released, I don't think we can say much, ESPECIALLY considering how it will work, what it will do, or what it costs CPU/PG/SP wise has not been announced. You may as well say that Medium Attack Vehicles are going to be overpowered, Speeders will be terrible, etc.
Be well. -Joseph |
The Robot Devil
molon labe. Public Disorder.
1555
|
Posted - 2014.01.14 18:59:00 -
[12] - Quote
Maken Tosch wrote:Ludvig Enraga wrote:Maken Tosch wrote:After having so much debate with this, I have decided to just wait and see how CCP implements it. Besides, we have no clue how much of an overhaul the dropsuits will undergo in the next patch and we don't know the base stats of the cloak in question such as CPU/PG, cooldown, etc. or if there are going to be variants of it available. There are just too many variables that we don't know.
But overall, I have the following opinions that I am least certain about.
1. Scouts should definitely have full benefits to the cloaking equipment compared to the rest of the suit classes. 2. Cloaking should be an equipment item so that we can avoid the dreaded invisible heavies with HMGs. 3. There should be two variants. A standard for all classes and tiers and a covert ops version that can only be fitted on either a proto scout or specialty covert ops scout. The covert ops variant should offer perks that the standard doesn't offer. 4. Shooting while cloaked is a very tricky subject so I decided to let CCP decide on that. Hopefully they'll do it right. 5. Scouts should definitely have fitting bonuses for cloaks that are greater than the other classes. I guess what you are suggesting is pretty nice ONLY IF YOU ARE A PROTO SCOUT ; ) Way to balance the game. Scouts need plenty of love anyways and those proto scouts definitely need something that's worth the investment.
They need love but they shouldn't be the only thing a cloak works on. If a cloaky HMG doesn't sound fun to you then you are in the wrong line of work. Things should be balanced but I think restricting how modules are used should not be done. The choice should be on the merc who wants to fit it and if they want to make that sacrifice then they should be able to without any of us telling them how to play the game. Proto level cloak equipment/modules should be a proto scout tool of choice and virtually unusable by anyone else but the satndard version should pretty much a piece of junk off of a cloaky suit. If the heavy wants to wait 6 seconds before firing and lose a valuable slot then he should have the choice to do so.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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Absoliav
Tronhadar Free Guard Minmatar Republic
121
|
Posted - 2014.01.14 19:28:00 -
[13] - Quote
Joseph Ridgeson wrote:I seem to remember almost all of the "this is going to be so awesome/overpowered/underpowered" chatter before a release be wrong. ADS were going to be super OP, 1.7 was going to be completely terrible for Tanks, Plasma Cannon was going to be OP. The only one I know that was correct was the release flaylock and that was because everyone saw the footage, looked at the stats, and realized it was just better than a Mass Driver in every way.
Until it is released, I don't think we can say much, ESPECIALLY considering how it will work, what it will do, or what it costs CPU/PG/SP wise has not been announced. You may as well say that Medium Attack Vehicles are going to be overpowered, Speeders will be terrible, etc.
Be well. -Joseph
You are right, we are being a little unfair, which is why I've made this thread, there are just too many opinions going around about the prospects of cloaks that I feel are unjust and too soon to early, example, the CPM has made it very clear they simply want it neutered to a state of near uselessness, while others are clearly fighting for an "I-win-button", everyone is talking about adjusting cloaks to benefit them and how it could negatively affect them but no considering on how the game benefits from their solutions.
I strongly believe that we should wait till CCP gives us more information on the subject before we start talking about how it could potentially "destroy" game balance, but until that comes when CCP is ready to reveal more on cloaks, I think giving CCP proper and constructive feedback raising our hopes and concerns on the subject is the best course of action to give CCP some help developing cloaks, one of the buggiest issues for CCP right now is getting proper feedback for things in Dust, too many voices, too many opinions, too many ideas, they can't take it all at once, so we need help the best way we can. |
Absoliav
Tronhadar Free Guard Minmatar Republic
121
|
Posted - 2014.01.14 19:37:00 -
[14] - Quote
The Robot Devil wrote:Maken Tosch wrote: Scouts need plenty of love anyways and those proto scouts definitely need something that's worth the investment.
They need love but they shouldn't be the only thing a cloak works on. If a cloaky HMG doesn't sound fun to you then you are in the wrong line of work. Things should be balanced but I think restricting how modules are used should not be done. The choice should be on the merc who wants to fit it and if they want to make that sacrifice then they should be able to without any of us telling them how to play the game. Proto level cloak equipment/modules should be a proto scout tool of choice and virtually unusable by anyone else but the satndard version should pretty much a piece of junk off of a cloaky suit. If the heavy wants to wait 6 seconds before firing and lose a valuable slot then he should have the choice to do so.
I like your outlook, luckily only Commandos have equipment slots, so no invisible HMGs/FGs anytime soon, I agree, nothing in this game should be so limited that it would only be viable to such a limited number of suits, even Nova Knives can be beneficial to more than just Minjas. |
The Robot Devil
molon labe. Public Disorder.
1557
|
Posted - 2014.01.14 21:47:00 -
[15] - Quote
Absoliav wrote:The Robot Devil wrote:Maken Tosch wrote: Scouts need plenty of love anyways and those proto scouts definitely need something that's worth the investment.
They need love but they shouldn't be the only thing a cloak works on. If a cloaky HMG doesn't sound fun to you then you are in the wrong line of work. Things should be balanced but I think restricting how modules are used should not be done. The choice should be on the merc who wants to fit it and if they want to make that sacrifice then they should be able to without any of us telling them how to play the game. Proto level cloak equipment/modules should be a proto scout tool of choice and virtually unusable by anyone else but the satndard version should pretty much a piece of junk off of a cloaky suit. If the heavy wants to wait 6 seconds before firing and lose a valuable slot then he should have the choice to do so. I like your outlook, luckily only Commandos have equipment slots, so no invisible HMGs/FGs anytime soon, I agree, nothing in this game should be so limited that it would only be viable to such a limited number of suits, even Nova Knives can be beneficial to more than just Minjas.
I am not all in for equipment cloaks I would like to see it module based so that a real sacrifice has to be made to fit a cloak. It isn't about the scout requiring a cloak to be useful it is how can a cloak be useful to the game.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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Maken Tosch
Edimmu Warfighters Gallente Federation
6433
|
Posted - 2014.01.14 22:17:00 -
[16] - Quote
According to two dev blogs, the cloak will definitely be an equipment item. That much is certain. We just don't know the stats.
But if cloaks for HMG-wielding heavy suits were possible, them there needs to sufficient drawbacks imposed on the heavy to avoid making the cloak OP.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Kigurosaka Laaksonen
DUST University Ivy League
107
|
Posted - 2014.01.14 22:23:00 -
[17] - Quote
Agree with points of the OP and other posts. Want to leave this here.
It looks like Scouts will be filling a role comparable to EVE's CovOps ships. The Cloak looks like it will be comparable to a CovOps cloak. Only CovOps capable ships can use CovOps cloaks, and CovOps cloaks give no penalties to movement, reactivation, allow to warp while cloaked, etc. In DUST it looks like Scouts will be the only suit that can realistically use Cloaks due to fitting restrictions.
I would suggest going about this a little bit differently. Make the Cloak a module that easily fits, but gives heavy penalties to movement (move much slower, no sprinting, no jumping), reactivation, scan precision and range, and will break if you use any equipment or shoot any weapon. Add an Improved Cloak that's only slightly better and harder to fit. Add a CovOps cloak that is class restricted (CovOps Cloaks used to have crazy fittings, and CovOps capable ships gave bonus to CovOps fittings. Now CovOps cloaks are simply restricted to specific ships.) The CovOps cloak could be fitted to a Scout, offer no penalties to movement, scan precision or range, very short reactivation delay, use equipment, more weapons fire while cloaked, something like that. To balance out the Scout getting an awesome ability like CovOps Cloaks, they would be balanced out with less that average EHP compared to other Light frames, like in EVE, and/or other drawbacks.
Doing it this way will give Scouts a clearly defined role on the battlefield, and will leave the way open for additional roles to be added in the future without taking from the Scout's CovOps role, such as Light EWAR-centric roles, or Medium CovOps based roles (such as EVE's force recon.) Also, this would be more in line with what CCP has established in EVE. I believe that following the patterns established in EVE as closely as possible, only adjusting to make those patterns playable in an FPS, will be to DUST's extreme benefit.
Edit: To emphasize a point, releasing Cloaks and reworking Scouts in this way, and following this pattern for all content releases, will keep the road open for easy and relatively painless future content releases. When I say a relatively painless release, I mean current content wouldn't need to be majorly nerfed/tweaked to accommodate new content. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
811
|
Posted - 2014.01.14 22:58:00 -
[18] - Quote
Maken Tosch wrote:Ludvig Enraga wrote:Maken Tosch wrote:After having so much debate with this, I have decided to just wait and see how CCP implements it. Besides, we have no clue how much of an overhaul the dropsuits will undergo in the next patch and we don't know the base stats of the cloak in question such as CPU/PG, cooldown, etc. or if there are going to be variants of it available. There are just too many variables that we don't know.
But overall, I have the following opinions that I am least certain about.
1. Scouts should definitely have full benefits to the cloaking equipment compared to the rest of the suit classes. 2. Cloaking should be an equipment item so that we can avoid the dreaded invisible heavies with HMGs. 3. There should be two variants. A standard for all classes and tiers and a covert ops version that can only be fitted on either a proto scout or specialty covert ops scout. The covert ops variant should offer perks that the standard doesn't offer. 4. Shooting while cloaked is a very tricky subject so I decided to let CCP decide on that. Hopefully they'll do it right. 5. Scouts should definitely have fitting bonuses for cloaks that are greater than the other classes. I guess what you are suggesting is pretty nice ONLY IF YOU ARE A PROTO SCOUT ; ) Way to balance the game. Scouts need plenty of love anyways and those proto scouts definitely need something that's worth the investment.
Extra slot layout, not exclusive powerful modules. You can't have pay to win to a greater extent than what we have now.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
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Absoliav
Tronhadar Free Guard Minmatar Republic
121
|
Posted - 2014.01.15 01:32:00 -
[19] - Quote
Kigurosaka Laaksonen wrote:Agree with points of the OP and other posts. Want to leave this here. It looks like Scouts will be filling a role comparable to EVE's CovOps ships. The Cloak looks like it will be comparable to a CovOps cloak. Only CovOps capable ships can use CovOps cloaks, and CovOps cloaks give no penalties to movement, reactivation, allow to warp while cloaked, etc. In DUST it looks like Scouts will be the only suit that can realistically use Cloaks due to fitting restrictions. I would suggest going about this a little bit differently. Make the Cloak a module that easily fits, but gives heavy penalties to movement (move much slower, no sprinting, no jumping), reactivation, scan precision and range, and will break if you use any equipment or shoot any weapon. Add an Improved Cloak that's only slightly better and harder to fit. Add a CovOps cloak that is class restricted (CovOps Cloaks used to have crazy fittings, and CovOps capable ships gave bonus to CovOps fittings. Now CovOps cloaks are simply restricted to specific ships.) The CovOps cloak could be fitted to a Scout, offer no penalties to movement, scan precision or range, very short reactivation delay, use equipment, more weapons fire while cloaked, something like that. To balance out the Scout getting an awesome ability like CovOps Cloaks, they would be balanced out with less that average EHP compared to other Light frames, like in EVE, and/or other drawbacks. Doing it this way will give Scouts a clearly defined role on the battlefield, and will leave the way open for additional roles to be added in the future without taking from the Scout's CovOps role, such as Light EWAR-centric roles, or Medium CovOps based roles (such as EVE's force recon.) Also, this would be more in line with what CCP has established in EVE. I believe that following the patterns established in EVE as closely as possible, only adjusting to make those patterns playable in an FPS, will be to DUST's extreme benefit. Edit: To emphasize a point, releasing Cloaks and reworking Scouts in this way, and following this pattern for all content releases, will keep the road open for easy and relatively painless future content releases. When I say a relatively painless release, I mean current content wouldn't need to be majorly nerfed/tweaked to accommodate new content.
That's a pretty good idea, it also falls in line with CCP's earlier statements in terms of buffing Scouts, if CCP were to take this approach I'd be alright with it. I wish knew some capsuleer to get some more insight in terms of balance in EVE. |
The Robot Devil
molon labe. Public Disorder.
1558
|
Posted - 2014.01.15 01:53:00 -
[20] - Quote
Maken Tosch wrote:According to two dev blogs, the cloak will definitely be an equipment item. That much is certain. We just don't know the stats.
But if cloaks for HMG-wielding heavy suits were possible, them there needs to sufficient drawbacks imposed on the heavy to avoid making the cloak OP.
Agreed, there is a fine line between working as intended and OP. Cloaks are tricky and I would agree with equipment based cloaks if every suit could carry equipment, CCP is selling themselves short if a heavy can't use it. You are probably not that great of a heavy if you need a cloak or you are on a specific mission but either way it should be your choice to use it.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
|
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Scout Registry
522
|
Posted - 2014.01.15 02:03:00 -
[21] - Quote
Maken Tosch wrote: The Black Eagle scout suits ... rocked according to a lot of scout users.
With respect, I don't think you'll find many decent Scouts who share this opinion.
Sexy looking. Sexy in concept. But in game ... not so sexy.
scouts say no to quid pro quo
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Scout Registry
522
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Posted - 2014.01.15 02:07:00 -
[22] - Quote
HiddenBrother wrote:Cloak balance threads before the cloak is implemented into the game itself.
^ This.
Let's not get ahead of ourselves swinging the nerf bat at an already gimped suit or what is meant to brink it back into competitive standing.
scouts say no to quid pro quo
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Maken Tosch
Edimmu Warfighters Gallente Federation
6434
|
Posted - 2014.01.15 03:04:00 -
[23] - Quote
The Robot Devil wrote:Maken Tosch wrote:According to two dev blogs, the cloak will definitely be an equipment item. That much is certain. We just don't know the stats.
But if cloaks for HMG-wielding heavy suits were possible, them there needs to sufficient drawbacks imposed on the heavy to avoid making the cloak OP. Agreed, there is a fine line between working as intended and OP. Cloaks are tricky and I would agree with equipment based cloaks if every suit could carry equipment, CCP is selling themselves short if a heavy can't use it. You are probably not that great of a heavy if you need a cloak or you are on a specific mission but either way it should be your choice to use it.
With all due respect to the heavies, they shouldn't have to use a cloak at all. Heavies are never meant to be alone anyways since they need a logi to provide ammunition and repairs while providing assault-like backup for the heavy. Two months ago, I heard of organized squads with just a heavy and two logis holding one objective and successfully holding off any onslaught of attacks for most of the match. Heavies are team-oriented suits while scouts are a little more lone wolf like.
Assaults and logis on the other hand are the versatile types and should be ok with using standard cloaks.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Th3rdSun
L.O.T.I.S. D.E.F.I.A.N.C.E
564
|
Posted - 2014.01.15 03:55:00 -
[24] - Quote
I played enough Crysis 2 MP to know that running around invisible sucks. |
jerrmy12 kahoalii
The Phoenix Federation
377
|
Posted - 2014.01.15 03:57:00 -
[25] - Quote
Th3rdSun wrote:I played enough Crysis 2 MP to know that running around invisible sucks. Stealth enhance 3 Mobility enhance 3 Energy absorbsion
Mele rapes you Trolls you Kills everything wiyh 1337 skills
Earlier a enemy lav I hacked had 1337 armor
Closed beta vet
I use a tablet so beware of typos
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Denn Maell
PIanet Express Canis Eliminatus Operatives
66
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Posted - 2014.01.15 04:14:00 -
[26] - Quote
Scout Registry wrote:HiddenBrother wrote:Cloak balance threads before the cloak is implemented into the game itself.
^ This. Let's not get ahead of ourselves swinging the nerf bat at an already gimped suit or what is meant to bring it back into competitive standing.
Just wanted to say, no one is talking about further gimping scouts. And Cloaks are apparently falling under 'general equipment'. What we are saying is that scouts should be viable (un Nerfed) without a whacky gizmo being the sole meaning for their existence.
I was rocking the Gal Logi when armor was nothing and shields were the OP thing. Then shield extenders got nerved and most switched to the Gal Logi to use it in very un Gal Logi ways. If cloaks are thought to be the new win button, how many invisible matches will we have before CCP says "Its the Scouts! They need another whack with the nerf bat!"
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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The Robot Devil
Molon Labe. Public Disorder.
1562
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Posted - 2014.01.15 04:59:00 -
[27] - Quote
Maken Tosch wrote:The Robot Devil wrote:Maken Tosch wrote:According to two dev blogs, the cloak will definitely be an equipment item. That much is certain. We just don't know the stats.
But if cloaks for HMG-wielding heavy suits were possible, them there needs to sufficient drawbacks imposed on the heavy to avoid making the cloak OP. Agreed, there is a fine line between working as intended and OP. Cloaks are tricky and I would agree with equipment based cloaks if every suit could carry equipment, CCP is selling themselves short if a heavy can't use it. You are probably not that great of a heavy if you need a cloak or you are on a specific mission but either way it should be your choice to use it. With all due respect to the heavies, they shouldn't have to use a cloak at all. Heavies are never meant to be alone anyways since they need a logi to provide ammunition and repairs while providing assault-like backup for the heavy. Two months ago, I heard of organized squads with just a heavy and two logis holding one objective and successfully holding off any onslaught of attacks for most of the match. Heavies are team-oriented suits while scouts are a little more lone wolf like. Assaults and logis on the other hand are the versatile types and should be ok with using standard cloaks.
You are 100% correct, cloaky heavies are ugly and probably useless but we shouldn't tell them no. If it works one time out of 100 and that merc QQs on the forum about that cloaky heavy then it was totally worth it. You are correct in every thing you said and in any other game I would totally be against it but this kind of thing is what gives New Eden its charm and its potential.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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Maken Tosch
Edimmu Warfighters Gallente Federation
6439
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Posted - 2014.01.15 05:04:00 -
[28] - Quote
The Robot Devil wrote:If it works one time out of 100 and that merc QQs on the forum about that cloaky heavy then it was totally worth it.
So long as cloaky heavies are regarded as a gimmick. Kind of like how I would die laughing my ass off if I get killed by a knife-wielding heavy.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Absoliav
Tronhadar Free Guard Minmatar Republic
121
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Posted - 2014.01.15 07:52:00 -
[29] - Quote
The Robot Devil wrote: You are 100% correct, cloaky heavies are ugly and probably useless but we shouldn't tell them no. If it works one time out of 100 and that merc QQs on the forum about that cloaky heavy then it was totally worth it. You are correct in every thing you said and in any other game I would totally be against it but this kind of thing is what gives New Eden its charm and its potential.
There are heavies that can carry cloaks, standard heavies and Sents aren't allowed to carry equipment as it would make them too capable on the field, they already come with high EHP and high fitting capacity to accommodate the use of heavy weapons, the denial of a equipment slot raises the value of Commandos, which will be far more self-sufficient once they get updated.
There is a reason no one QQs about HMG heavies never running out of ammo or always knowing where their enemies are, the same reason they can't carry a triage hive to heal them selves, the lack of equipment helps keep heavies balanced. |
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