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ZDub 303
TeamPlayers Negative-Feedback
2396
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Posted - 2014.03.28 18:44:00 -
[1] - Quote
The only issue i have with cloak atm is that you can swap to weapon far too quickly. I would like to see an animation where the user actually turns it off my hitting the button on their arm like they do to turn it on. The exact same animation would probably suffice to balance the use of cloaks.
In 1.7 there was a noise when someone decloaked which was nice, I haven't really heard it since? It would be nice if there was a sound for decloaking, even if its a fairly light sound.
Other than that I haven't found cloaking to be a terrible thing. |
ZDub 303
TeamPlayers Negative-Feedback
2427
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Posted - 2014.04.02 18:47:00 -
[2] - Quote
I was thinking about this some more and I think I have a decent solution without a lot of work required.
If you pull the trigger with the cloak out you use it and go cloaked (i assume, i havent used it persay) and start using your cloak energy.
If you pull the trigger while cloaked you uncloak and it recharges normally.
If you pull out your weapon while cloaked, you destabilize the field, forcing the unit to purge its internal capacitor (i.e. you lose all stored cloak energy) and the unit has to go through a 3-5 second restart cycle at which point it can start charging again.
So you still give scouts the ability to swap out of cloak but you make them pay a price for it.
Risk vs. Reward - a very 'New Eden' philosophy. |
ZDub 303
TeamPlayers Negative-Feedback
2430
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Posted - 2014.04.02 20:13:00 -
[3] - Quote
anaboop wrote:ZDub 303 wrote:I was thinking about this some more and I think I have a decent solution without a lot of work required.
If you pull the trigger with the cloak out you use it and go cloaked (i assume, i havent used it persay) and start using your cloak energy.
If you pull the trigger while cloaked you uncloak and it recharges normally.
If you pull out your weapon while cloaked, you destabilize the field, forcing the unit to purge its internal capacitor (i.e. you lose all stored cloak energy) and the unit has to go through a 3-5 second restart cycle at which point it can start charging again.
So you still give scouts the ability to swap out of cloak but you make them pay a price for it.
Risk vs. Reward - a very 'New Eden' philosophy. Only thing I can see with this is, hit uncloak, fast change to weapon and bang. It would still require the forced animation, otherwise it would force everyones cloak to destabilize. .
I'm not exactly sure what you mean. The idea is that if you want to save your cloak you need to hit the module again to decloak. It would be a forced animation that doesn't let you swap to a weapon until the animation is complete. |
ZDub 303
TeamPlayers Negative-Feedback
2430
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Posted - 2014.04.02 20:37:00 -
[4] - Quote
anaboop wrote:With forced animation it makes sense, its just it wasnt mentioned in the post.
Gotcha, I edited the post to better reflect that. |
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