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Lylith Groff
Endless Hatred Ishuk-Raata Enforcement Directive
3
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Posted - 2014.03.30 20:05:00 -
[1] - Quote
hold that wrote:should uncloak if you take any damage
I'm afraid that would promote "spraying and praying" and would be rewarding sheer luck. Now, how do you feel about an extended shield flicker effect? As it stands currently, the shield flicker gives you a moment of knowing where the scout is and roughly the direction of where they are going but the flicker ends extremely quickly allowing them to dart in any other direction and you can't keep a crosshair on them. What if the flicker lasted a whole 0.5 - 1.0 second? |
Lylith Groff
Endless Hatred Ishuk-Raata Enforcement Directive
3
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Posted - 2014.03.30 21:46:00 -
[2] - Quote
As a dedicated Scout since before Chrome, cloaks are easy mode.
You don't have to fit anything past an advanced cloak. 60 seconds is an eternity on the battlefield and for those who have learned to micro-manage their cloaking habits, you never have to worry about running out. There's no risk. Fitting a cloak is a great advantage but there's no sacrifice on the fitting screen either. Reduce our bonus to cloak fitting. I would also advocate for the cloaking device stats being changed. Cloaking times for Std/Adv/Cplx possibly being 20/30/45 secs. with reactivation being 50%/66%/66%. With complete drain you'd have to wait 10/20/30 secs.
The risks the scouts had before 1.8 have mostly been removed due to how lenient the cloak is. Instant on/instant off needs to be corrected. Give it a charge up time when activated as if the suit is rerouting power and calibrating the cloaking device and a cooldown upon deactivation as if the suit is rerouting power to your primary systems again. This will force people to think when to or not to use the device.
As far as I understood the reasoning for having cloaks, they were to be used as a positioning tool. To allow scouts to traverse open terrain with less fear of rifles. Any scout will tell you that any rifle is a sniper rifle. Open terrain between cover was approached with extreme caution and paranoia. Now, I'm against the cloaking device deactivating when taking damage because this will promote "praying and spraying" which rewards luck. I am however thinking that an extended shield flicker effect would help people who spotted a cloaker in keeping their crosshair on the cloaked mercenary. Currently there's no punishment for being seen.
Speaking about forcing mercenaries to decloak. A cloaking device is essentially bending light around you. Flux grenades are an EMP device, Electro-Magnetic Pulse. Light is apart of the EM band. Flux grenades should overload a cloaking device as well as any flash-bang grenade if one ever gets implemented. There needs to be a counter. This would help mercs against a cloaker inside buildings.
Another reasonable expectation while having the cloak activated is having your systems struggling to interpret any incoming data so your prey vanishes from your passive scanner as well as seeing false positives. Additionally, the ability to hack while cloaked should be removed. Having any Wi-Fi while cocooned in a distortion-well doesn't make much sense to me.
Having your cloak deactivate while in proximity to another mercenary, supply depot, CRU or null cannon would add another level of strategy but I see that's being frowned upon. I think having two scouts decloak and having an "oh sh*t" moment because one got too close to the other would be hilarious. It would force you to think of entry and exit points more thoroughly.
Brick tanking scouts are a problem... in a sense. It's their ability to get under your passive and find a superior position. This, coupled with a rifle which is mid-range, is what is more powerful than a SG. It takes the enemy a slight bit more time to find and target. Brick tanked scouts w/o a cloak would be just as powerful. People who brick tank shore up the scouts weakness and yet still have the passive scanner bonuses because the suit's default value has been changed. This one is tricky but changing the HP modules to a percentage based gain versus a flat number would correct this... but the Devs would have to adjust all the other suits accordingly so no other suit suffered. In other words, a time vampire. Another possibility is that the cloak shimmer should be increased so that dampeners can reduce cloak shimmer while plates increase shimmer again, not sure about this one because I have put much thought into it. Maybe just the increase in shimmer with the dampener counter would be enough.
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Lylith Groff
Endless Hatred Ishuk-Raata Enforcement Directive
4
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Posted - 2014.03.30 22:35:00 -
[3] - Quote
BIind Shot wrote:Lylith Groff wrote:As a dedicated Scout since before Chrome, cloaks are easy mode.
You don't have to fit anything past an advanced cloak. 60 seconds is an eternity on the battlefield and for those who have learned to micro-manage their cloaking habits, you never have to worry about running out. There's no risk. Fitting a cloak is a great advantage but there's no sacrifice on the fitting screen either. Reduce our bonus to cloak fitting. I would also advocate for the cloaking device stats being changed. Cloaking times for Std/Adv/Cplx possibly being 20/30/45 secs. with reactivation being 50%/66%/66%. With complete drain you'd have to wait 10/20/30 secs.
The risks the scouts had before 1.8 have mostly been removed due to how lenient the cloak is. Instant on/instant off needs to be corrected. Give it a charge up time when activated as if the suit is rerouting power and calibrating the cloaking device and a cooldown upon deactivation as if the suit is rerouting power to your primary systems again. This will force people to think when to or not to use the device.
As far as I understood the reasoning for having cloaks, they were to be used as a positioning tool. To allow scouts to traverse open terrain with less fear of rifles. Any scout will tell you that any rifle is a sniper rifle. Open terrain between cover was approached with extreme caution and paranoia. Now, I'm against the cloaking device deactivating when taking damage because this will promote "praying and spraying" which rewards luck. I am however thinking that an extended shield flicker effect would help people who spotted a cloaker in keeping their crosshair on the cloaked mercenary. Currently there's no punishment for being seen.
Speaking about forcing mercenaries to decloak. A cloaking device is essentially bending light around you. Flux grenades are an EMP device, Electro-Magnetic Pulse. Light is apart of the EM band. Flux grenades should overload a cloaking device as well as any flash-bang grenade if one ever gets implemented. There needs to be a counter. This would help mercs against a cloaker inside buildings.
Another reasonable expectation while having the cloak activated is having your systems struggling to interpret any incoming data so your prey vanishes from your passive scanner as well as seeing false positives. Additionally, the ability to hack while cloaked should be removed. Having any Wi-Fi while cocooned in a distortion-well doesn't make much sense to me.
Having your cloak deactivate while in proximity to another mercenary, supply depot, CRU or null cannon would add another level of strategy but I see that's being frowned upon. I think having two scouts decloak and having an "oh sh*t" moment because one got too close to the other would be hilarious. It would force you to think of entry and exit points more thoroughly.
Brick tanking scouts are a problem... in a sense. It's their ability to get under your passive and find a superior position. This, coupled with a rifle which is mid-range, is what is more powerful than a SG. It takes the enemy a slight bit more time to find and target. Brick tanked scouts w/o a cloak would be just as powerful. People who brick tank shore up the scouts weakness and yet still have the passive scanner bonuses because the suit's default value has been changed. This one is tricky but changing the HP modules to a percentage based gain versus a flat number would correct this... but the Devs would have to adjust all the other suits accordingly so no other suit suffered. In other words, a time vampire. Another possibility is that the cloak shimmer should be increased so that dampeners can reduce cloak shimmer while plates increase shimmer again, not sure about this one because I have put much thought into it. Maybe just the increase in shimmer with the dampener counter would be enough.
You've been playing for so long yet you have 3 likes. Either you have really bad posts or you're just pretending to make it seem like a scout agree's he's so OP and needs nerfed before he destroys the game.
I rarely post, [shrug]. The amount of likes I have dictates how much worth my opinion has? I'm not claiming to be OP either, I'm merely stating there needs to be counters to what we have... there's barely any struggle anymore. And about the comment I made mentioning how long I've played, it's merely to point out that I've played before and after 1.8. I can see the differences the changes have brought about. |
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