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Posted - 2014.03.29 02:44:00 -
[1] - Quote
meow.
Yeah, so I went crazy this afternoon and wrote a damn near blog over this mess and got carried away with it. Ended up just making another thread over yonder somewhere. With that said, here's the core comments based off the OP list here---at least the few that I thought were relevant.
Shooting from Cloak I give on the animation speed to attack time. I canGÇÖt see it from my interface but if there is a bit of a delay on your side watching me de-cloak and you taking damage before the animation transition has finished then sure. Fix it. I am not trying to be a smart ass here, but if cloaked and you canGÇÖt see youGÇÖre attacker, how can you tell if he is firing before or after cloak drops? If you can actually see the transition then why not just shoot at the animated mess? ThatGÇÖs chicken or the egg stuff right there. Has anyone tested this with two players facing each other, one cloaked with test fire? So are you thinking to jam the gun for 1-3 seconds so that it is impossible to fire, or are you looking to shorten the animation of de-cloak to match the speed of a normal weapon swap allowing for full fire once the swap has been made?
Cloak Removal on Damage No. But IGÇÖd be fine with a smidge more cloak interference with that honeycomb grid flaring just a bit more when shot. Someone mentioned predator before and I like that reference.
Flux and Damage Disruption Allowing flux to disrupt the cloak visibility momentarily? I actually like that as a strategy. We freely toss them around corners, into rooms, and objectives if we think someone is there, so why not let that be a sort of flushing out for cloaks too? I donGÇÖt think cloak should be dropped, just disrupted---while our shields are depleted. Just keep in mind there should be a fine balance between weapons fire and flux disruption. The flux should just be enough to flush him out. If you miss the quick visual cue, oh well because heGÇÖs invisible again now and youGÇÖre in trouble. If you fire on the cloak, then the glimmer should be the same as when running with a few random honeycomb spikes in visibility for the duration of shots taken.
I also do not think it necessary to dedicate a grenade spot to just disrupting cloaks. That's too demanding. Just let it play off flux and maybe later, for the logi class, there might be a dedicated equipment item as some have suggested to create a defensible area that disrupts or even removes cloak in proximity. That could work assuming later cloak builds offer more specialized tactics as the Hitch Hikers Guide to the Galaxy guy described. I'll find the post and link sooner or later.
Cloak Noise From first person perspective, I absolutely love the sound dampening. We have sensors already and passive scan, so it might be fun to turn the ambient volume down a bit more and increase breathing volume or something to add to disorientation. That would take a bit more away from cloaked immediate situational awareness? If someone is firing (and missing) on us at range beyond our sensor/minimap view then we wouldnGÇÖt hear the missed GÇ£tingGÇ¥ of shots so common from sniper fire. That would be a subtle addition of risk, but one that seems cool and abstract.
Brick Tanking This isnGÇÖt the cloakGÇÖs fault and belongs in a thread all of its own as this is really a huge problem that just happens to overlap some of the perceived issues with cloak at the moment.
*dramatically holds out hand, pauses, then drops drum sticks*
=^.^=
Irony: Post #35
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