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NAV HIV
The Generals General Tso's Alliance
1271
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Posted - 2014.03.28 14:28:00 -
[1] - Quote
Iron Wolf Saber wrote:Couple dozen threads an hour is making it hard for me to keep up with so here's where I am garnering so far.
*Cloaks have glitches associated with them which leads to invisible weapon usage and vehicles
I will agree these need to be fixed.
*Cloaks are a bit hard to spot
I am a slight disagreement with this, a moving scout can be spotted quite a bit far away (my longest spotting is about 90 meters out) it is just difficult for me on controller to put fire on them.
*Cloaks persist too well through damage or flux
I agree but a full disruption punishes pure blind luck of stray shots that can happen as well. I rather see a few tweaks instead such as cloak timer draining because of damage and longer lasting cloak scattering because of damage.
As for flux, I would like to see a massive chuck eaten out of the timer with it (scaled to the flux damage maybe?)
*Cloak Noise
Maybe for self sound its a bit too loud and out of balance but as a third person its balanced.
*Decloak to weapon swap speed
Seems a bit fast for my own tastes but we don't need to bring this far too high it becomes a frustration and cumbersome and ruin the edge of a surprise attack. 2.5 sec max and lets try it 0.5 increments at a time.
*Cloak timer at prototype
80 seconds is an eternity waiting for it to recharge. I think a second variant of cloaks is warranted, something with 30 second timer across all tiers and faster cooldown efficiency.
*Cloaked hacking
I see no problems currently with this.
*Brick Tanked Cloakers
There is a problem but not sure how best to deal with it outside of ramping up cloak fitting more which means either increasing the fit cost of the cloak or decreasing scout innate bonus. While we could go after the tanking modules themselves that's going to effect ALL classes and that would get more messy than needed.
=Anything else did I miss?= Will update points and discussion if new things are brought to my attention. I know with the 1.8 patch then 1.8 hotfix this week and the follow up tonight and possibly more on the way lots of crap flying around and my time is split between paying attention to you guys and working with fanfest build. My opinion on cloaks right now is not hardline and easily subject to change which is why I am striking up this conversation.
OT posts will not be tolerated. I know vehicle rebalancing just hit but I feel that there hasn't been enough time to adapt around it yet to see if more follow ups are needed or if they went overboard.
As for Assaults there are discussions on how to buff them but the development team isn't ready to share them yet. Other balance issues are on the fire still but rather focus on this before we get too far away from 1.8 hotfix mood and far too deep into the next patch cycle.
Cloaking is great when it is working as intended... Currently the bugs and glitches are making it a bit annoying...
- Fix the bug where it allows a cloaked scout to fire/swap weapon while remaining cloaked... This should fix the sudden death by Cloaked scout
- Brick tanking is personal choice i believe... Can't do it in a Cal scout and min scout, High slots are much more useful with the Precision Enhancer.Low slot are used mostly for speed and dampening... It's the Gal scout that allows the brick tanking.. Trying to fix that by fixing Modules would punish every other suit... May be give gal scout a armor plate stacking penalty or something
- Cloak Noise = it's alright
- Cloaked hacking = it's kinda the purpose of cloaking
- Cloaks are not that hard to notice if a player is focused
Besides, once people know i'm there, i usually get mowed down very easily... Have about 400+ EHP on proto scout. So it's not very difficult to kill it... |
NAV HIV
The Generals General Tso's Alliance
1299
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Posted - 2014.03.31 14:00:00 -
[2] - Quote
Cloak Should be Used by Scout suits only... .Currently the fitting requirement and bonuses are great, but players are using it on Logistics and Commando Suits.
Player should not be allowed to shoot while remaining cloaked. CCP said they fixed it with the latest Hotfix... If this works, then there shouldn't be a lot of issued with cloaks.
Except for the Brick tankers other Scout suits need the cloak if they wanna survive and do proper scouting. If you wanna build a proper scout suit with a ck0 you'll end up with 320-390 total EHP... 500-650 with gal scout... You can see the problem in HP there... Scout ak0, ck0 and mk0, well they can't fight a gk0 most of the times even if they flank them and use the element of surprise... Problem isn't cloaking, it's brick tanking... The main problem was the Bug, which CCP fixed apprently |
NAV HIV
The Generals General Tso's Alliance
1302
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Posted - 2014.03.31 19:13:00 -
[3] - Quote
Shadowswipe wrote:TL:DR for the entire thread at this point. Just gonna throw my two cents in really quick and let the people following this thread track where my money goes.
Decloaking could benefit from an INCREASE for 2 seconds to scan profile as the system destabilizes. This would mean the moment they switch weapons, pretty much everyone except an unskilled player would see the player on the TACNET. I think this might make some science sense and give some "OH CRAP!" warnings that could lead to some interesting gameplay on both ends.
The cloaker would know that they only have a split second as aware people will notice them very quickly. The target will have a moment to try to out twitch the cloaker. The Cloaker still has the advantage, but at a price of very temporarily giving his position away. After the 1 or 2 seconds of showing up on the TACNET, they would become invisible again if they are setup to avoid scans.
What if that cloaker has two Complex Profile dampener on?! It would beat the purpose of using those modules then wouldn't it ? !
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NAV HIV
The Generals General Tso's Alliance
1445
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Posted - 2014.04.14 13:55:00 -
[4] - Quote
Cloak Charge
Overall this doesn't seem hotfix able when you involve damage prospects. Maybe for 1.9 but for now I don't see it being a feasible trait to add without a ptch.
What can change is the rate of recharge and consumption.
There isn't much discussion about it but a good cloaker can manage their chargers for a very long time and I am afraid to bring any changes to this outside of new variants but I would like to hear more talks about it such as 1 second cloak = 1.5 second charge or the like.
There could be minor changes to this without making it useless. 1 Sec Cloak = 1.5 seconds of recharge... Well that's going to get a non-Birck tanked scout killed very quickly. It takes a few seconds at least to get from one cover to the other. To move from objective to objective... Plus few seconds to hack an objective... i'm not sure if i understood the proposal correctly, But let's just say it takes me 40 seconds to move to an objective and hack it, and another 20 seconds to move away from it (before the red dots respond to it) 60 seconds of cloaked time... So my Recharge rate for that cloaking would be 90 seconds?! A minute and half ?! the game lasts for about 15-20 minutes and every cloaked scout would spend more than half of it somewhere else just sitting and doing nothing...
- 1 sec cloak - 1.5 seconds recharge would extremly stupid (if that's the proper explanation)
- it'd be wiser to spec into brick tanked scout and kill everything without cloaking
- The problem isn't the cloak recharge rate, problem is being able to decloak by switching weapons. The cloaking tool should be disabled by using the equipment. it would give the non cloaked person time to react, If they don't then that's not the cloaked scouts fault. The scout would have to measure the time properly and decide when to engage in a firefight
Stealthiness Cloaks are considered very powerful stealth tools able to dodge a number of scans, while scanners await their fix there is now the debate should cloaks provide any stealthing? Overall I am fine with it as is as it allows dedicated hunters to beat lower cloaks and the like but the entire system needs a rewrite that absolutions are no longer the case (that being nearer a weaker scanner increases risk of detection for example) The number behind the stealthiness could be change but not the mechanics surrounding it. I would like to see more discussion on this as well.
- I have been Scanned in Scout ck0 using advanced cloak and Complex dampener by a Gal Logi... So i don't see what the problem is. As i've mentioned before... If Logis start using their suits properly then all the QQ could be solved. Logis who are smart and don't care about brick tanking a logi suit, they are doing just fine
Level 5 on profile dampening and Complex Dampener and for the First time i've seen "You have been Scanned" while i was cloaked...
i have my Gal Logi friends and other logi friends who switched their modules and hunting Scouts with ease... It pushes a scout to use Ewar modules to avoid all these... May be we should make a Thread for how to Fit A Logi suit... if people decide to come out of their Extender/Plate shells, they'd be amazed by what can be achieved... |
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