The Robot Devil wrote:Nothing wrong with cloaks, they are 99% perfect. Please don't change them, I played all day and I can't count how many laughs and giggle I heard on coms. Everyone but a select few love them and that is how it should be, if they weren't hated by some then they would be UP.
The shimmer while moving, timer, decloak sound and hit markers while cloaked are good hard counters. Playing in a squad and a little more situational awareness negates most cloaks and high fitting costs means tanks and cloaks don't go together all that well. The cloaks make the scouts fun and in the right hands very dangerous, working as intended in my eyes. GOOD JOB to the CPM and CCP for giving us something fun.
For the record, it's an obvious lie when there are reported glitches on the shotgun getting 2 shots off. Having "awareness" isn't as meaningful when you take into account overall buffs to scout-type dropsuits, fittings that allow for 400-770+ HP with a cloak and a proto shotgun.
If we were talking about the overall function of scouts, it's that
TOO SCOUT! Is the scout needing to be a silent ninja who can actually advance far into enemy territory and stay there and kill tons of players without need of support? That isn't what the scout role is supposed to do. It is fun for those whom it advantages, it always is. But I plain flat out don't like things that make the game silly. Maybe instead of nova knives they can make it a ninja katana and it'll make more sense then.
CCP has one problem and that's interpretting game balance as buffing this and nerfing that. Game balance in FPS games is about what negates what. You shouldn't need 9 proto remotes to take out a decked out Gunlogi, something I find wrong with that actually. Scouts and Heavies shouldn't be the only two roles players are limited too. Stealth kills are fun and awesome at times but we've just taken the reverse and instead of how snipers dominated counterstrike, we actually reposition the game that makes sense.
Here's a weird thought, how about we take the idea of balance created by negating abilities. An active scanner would've been a great counter against cloaks and this kind of reveals CCP's silly direction on "balance". How about heavies still get their high defense but get true short range weapons. How about railguns have a dramatic pitfall on damage when using at close range to avoid them being a de-facto shotgun. How about we investigate how scouts can have the same HP as an assault suit and probably try to make modules fit that avoid this issue.
The point is CCP tries to Introduce "new" stuff and ends up trying to nerf other stuff only to say "the game needed balancing". I played EvE for 3 years so it's not like I hate their guts. But holycrap, THEY CAN'T MAKE A FPS SHOOTER GAME WORK.
And here's my biggest gripe, you're game is not working as intended when kills count more to a player than winning. I'm getting sick of winning and loosing because ppl are afraid to lower their K/D ratio. Everyone one of us has seen this multiple matches. That's maybe why I loathe this game more and more; it had huge potential but has no sense of identity or direction. If the fix to a problem is "we'll change this and add this new item" its like they're not even taking the effort to really think things through.