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The-Beard
Dorsai Chaotix
143
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Posted - 2014.04.06 10:00:00 -
[1] - Quote
Iron Wolf Saber wrote:Note: Edited the OP; the original can be found quoted below in other posts
So TL;DR
Off the table. *Minmatar fitting underpar should be forwarded, let ccp figure the numbers out for that. *Brick Tanking is off the table. Better suited for 1.9 discussion due to size and complexity of subject *Cloak Charge bar being externally altered by other players. *Potential Shimmer *Cloak Stealth Mechanics
On the table 1) *Cloak fitting is on the table still. 2) *Cloak decloak speed. 3) *Cloak charge rate internally 4) *Cloak electronic stealth value
Updated Op with change in discussion.
1) Maybe remove the seconds equipment slot with its added CPU and PG bonus. This would make a scout have the option of either being a cloaker or not, while denying a scout to act as 2 equipment speed logi/slayer. (I have a gal scout set as baby logi with an injector and rep tool, and another with proto and adv repper hives.. both with a brick tank)
2) Remove ability to switch weapons while cloaked. The time it takes to manually decloak with animation then switch weapons is enough to stop the decloak and fire while still cloaked problem.
3) With the cloak times being so long as is, I would say double the charge time per cloak time. 30 sec cloak = 60 sec recharge. Personally I think it should be 10 sec, 15 sec, and 20 sec cloaks with a recharge of equal to that of time cloaked. As is I rarely go more than 15 sec while cloaked, it's enough to cross the field and hit their flanks or run past and set uplinks behind them.
4) Well, it's a field that covers your body and conceals you optically... wouldn't that increase your scan profile not decrease it? IMO the electronics in your suit are what give a scan profile, so, wouldn't casting a large exposed electronic field over your body give a higher scan profile? Plus, it would cause the cloak user to chose: more tank, but easier to scan.. or use dampeners and be harder to scan.
Just my thoughts, troll away. |
The-Beard
Dorsai Chaotix
143
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Posted - 2014.04.06 10:06:00 -
[2] - Quote
Magnus Amadeuss wrote: 3) Brick tanking has everything to do with the tanking modules themselves, not the individual suits. (1 militia mod can add ~40+% HP to a scout, ~25% to an assault or ~10% to a sentinel.) This means that because of similar slot numbers, suits end up with similar eHP. So either nerf the slot number (don't do this) or modify tanking modules so that base eHP values actually do matter.
By this do you mean; light mods, medium mods, and heavy mods? Reminds me of eve mods, but in a good way. We should have something like this. The fitting Asset window would be a bit of b*tch though. |
The-Beard
Dorsai Chaotix
144
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Posted - 2014.04.06 10:39:00 -
[3] - Quote
Iron Wolf Saber wrote:The-Beard wrote:Magnus Amadeuss wrote: 3) Brick tanking has everything to do with the tanking modules themselves, not the individual suits. (1 militia mod can add ~40+% HP to a scout, ~25% to an assault or ~10% to a sentinel.) This means that because of similar slot numbers, suits end up with similar eHP. So either nerf the slot number (don't do this) or modify tanking modules so that base eHP values actually do matter.
By this do you mean; light mods, medium mods, and heavy mods? Reminds me of eve mods, but in a good way. We should have something like this. The fitting Asset window would be a bit of b*tch though. Problem with that system is it requires an order of fitting in the 1's 10's and 100's to make sense in the same way eve orders it because you don't want everyone in heavy suits and you don't want light suits full fitting the heaviest (and prototype level) reppers. For example Light repper 5 pg 1 cpu Medium repper 50 pg 10 cpu Heavy repper 500 pg 10 cpu. Scout under this model would likely only have 40 pg.
Good point to show people what it would look like that haven't played eve. |
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