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Iron Wolf Saber
Den of Swords
13960
|
Posted - 2014.03.29 23:30:00 -
[301] - Quote
Ydubbs81 RND wrote:Iron Wolf Saber wrote:Ydubbs81 RND wrote:
What are you apologizing for? I'm just asking what bugs do the scanners have because I'm not aware of it. I used it to see the changes and I saw the changes as CCP stated.
For? Why should I explain the bugs when the first words out of your mouth was declaration you don't care for scanner's plight? Maybe someone else will be nicer to explain what is current broken with them. Then don't explain it.....I adapted to it last build and I'm happy it's in the tank now. Anything in between will make no difference to me.
And I no longer see the value in hearing your voice anymore; you lack respect, advocacy, awareness, humility and knowledge, or willingness to understand. You then continue to show high levels of selfishness, disrespect for fellow community members, understanding of the establishment of the community team and CPM and their functions, and finally I am going to take you as someone who is going to cry like a baby to the entire community about not representing you but instead you replace word 'you' with the word 'community.'
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Iron Wolf Saber
Den of Swords
13960
|
Posted - 2014.03.29 23:31:00 -
[302] - Quote
Ares 514 wrote:Iron Wolf Saber wrote:AfroSunshineY Consequence wrote:If you want to fix this problem, if you consider it that, you need to make it so that cloaking is an either or proposition. People who are asking for even more slots on Assault and Logi suits are absolutely out of control. As a scout, pre-1.8, it was true - you could be "stealthy" but no more stealthy than any other suit in the game. It's true that on SOME radars you wouldn't show up, but most suits had a scan radius of 10 or something pre-1.8. So nobody used passive scanning anyway. They relied on their eyes. And scouts were just as visible as they've any other suit in that situation. Compound on to that OP rifles like the RR, CR, AR and SR (the latter two OP to a scout with 250 eHP) and scouts were needlessly slaughtered. We weren't (and aren't) fast enough to get away and we had no real method of actual "stealth". We could be sneaky, but we could be sneaky in a gallente assault suit with more slots, more PG and more CPU and more base armor and shields. The cloak was supposed to even the battle field. Scouts would still be squishy, but at least, if they were smart, they had a functional game mechanic that could help them overcome their inherent disadvantages. (for instance, if you're defending a point that suddenly gets overrun, you can hide, cloak, passive scan and wait for the opposing squad to leave before undoing their work - simple, annoying, efficient scouting).
The problem is "scouts" with 200 shields and 750 armor. I don't like these people. They're not now, nor have they ever been real scouts. They are assault holdovers from 1.7 who used to role in a gallente logi with 5 complex armor plates and damage modifiers up the wazoo. Now, they're fully brick tanked, running around in a cloak and are abusing, destroying, tarnishing everything the scout community has waited SO INCREDIBLY LONG for. They will inevitably say that "this is new eden", "all's fair" "it's a valid fitting" --- but everyone knows you're just abusing the game mechanic because you've invested so much of yourself in your KD/R that you don't care if you ruin the game for everyone so long as you protect your win button. Seriously.
That is why I am suggesting that fittings in which a cloak is used have a 50 to 75% reduction in armor and shield mod efficacy. brick tanking won't be a real issue then. Real scouts can continue to fight - not as light assault suits, but as paper-tin, invisible, fast, menaces on the battle field. I like people who think and see the bigger meta that is evolving. I'm glad you like a horrible idea. Come on, this tank issue has been around forever with logis and nothing was ever done about it. People from eve ***** and wine about dual tanking for whatever dumb reason. The real issue is balance among the various mods. The basic armour plate is way to cheap CPU / PG wise as others have stated. Some of the non hp modules are way to expensive. The shield extenders scale horribly. Fix the mods.
I said nothing about the liking the idea, I said I like the person behind it.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Yan Darn
Science For Death
442
|
Posted - 2014.03.29 23:50:00 -
[303] - Quote
Iron Wolf Saber wrote:AfroSunshineY Consequence wrote:If you want to fix this problem, if you consider it that, you need to make it so that cloaking is an either or proposition. People who are asking for even more slots on Assault and Logi suits are absolutely out of control. As a scout, pre-1.8, it was true - you could be "stealthy" but no more stealthy than any other suit in the game. It's true that on SOME radars you wouldn't show up, but most suits had a scan radius of 10 or something pre-1.8. So nobody used passive scanning anyway. They relied on their eyes. And scouts were just as visible as they've any other suit in that situation. Compound on to that OP rifles like the RR, CR, AR and SR (the latter two OP to a scout with 250 eHP) and scouts were needlessly slaughtered. We weren't (and aren't) fast enough to get away and we had no real method of actual "stealth". We could be sneaky, but we could be sneaky in a gallente assault suit with more slots, more PG and more CPU and more base armor and shields. The cloak was supposed to even the battle field. Scouts would still be squishy, but at least, if they were smart, they had a functional game mechanic that could help them overcome their inherent disadvantages. (for instance, if you're defending a point that suddenly gets overrun, you can hide, cloak, passive scan and wait for the opposing squad to leave before undoing their work - simple, annoying, efficient scouting).
The problem is "scouts" with 200 shields and 750 armor. I don't like these people. They're not now, nor have they ever been real scouts. They are assault holdovers from 1.7 who used to role in a gallente logi with 5 complex armor plates and damage modifiers up the wazoo. Now, they're fully brick tanked, running around in a cloak and are abusing, destroying, tarnishing everything the scout community has waited SO INCREDIBLY LONG for. They will inevitably say that "this is new eden", "all's fair" "it's a valid fitting" --- but everyone knows you're just abusing the game mechanic because you've invested so much of yourself in your KD/R that you don't care if you ruin the game for everyone so long as you protect your win button. Seriously.
That is why I am suggesting that fittings in which a cloak is used have a 50 to 75% reduction in armor and shield mod efficacy. brick tanking won't be a real issue then. Real scouts can continue to fight - not as light assault suits, but as paper-tin, invisible, fast, menaces on the battle field. I like people who think and see the bigger meta that is evolving.
That idea is pretty bad though - its only regular armour plates that are an issue - ferroscales and reactives are expensive enough for what they do. Shield tanking is only a 'threat' on Cal scouts - and that is only used because the Assaults are in such a bad position, not because it is OP or unbalanced in anyway really.
Really, balancing regular armour plating would ease this problem and so many others...
EDIT:'Sorry, just seen above post.
The Ghost of Bravo
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Alena Ventrallis
The Neutral Zone
1067
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Posted - 2014.03.30 00:02:00 -
[304] - Quote
The problem is that the current meta favors health over stealth. Increasing armor penalties would help, but a better fix would be increasing the pg requirements of them. As it stands, extenders and plates are even in pg cost. Boost this, and gal scouts won't be able to fit much else if they stack plates.
Best PVE idea I've seen.
Fixed link.
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Iron Wolf Saber
Den of Swords
13971
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Posted - 2014.03.30 00:03:00 -
[305] - Quote
Yan Darn wrote:Iron Wolf Saber wrote:AfroSunshineY Consequence wrote:If you want to fix this problem, if you consider it that, you need to make it so that cloaking is an either or proposition. People who are asking for even more slots on Assault and Logi suits are absolutely out of control. As a scout, pre-1.8, it was true - you could be "stealthy" but no more stealthy than any other suit in the game. It's true that on SOME radars you wouldn't show up, but most suits had a scan radius of 10 or something pre-1.8. So nobody used passive scanning anyway. They relied on their eyes. And scouts were just as visible as they've any other suit in that situation. Compound on to that OP rifles like the RR, CR, AR and SR (the latter two OP to a scout with 250 eHP) and scouts were needlessly slaughtered. We weren't (and aren't) fast enough to get away and we had no real method of actual "stealth". We could be sneaky, but we could be sneaky in a gallente assault suit with more slots, more PG and more CPU and more base armor and shields. The cloak was supposed to even the battle field. Scouts would still be squishy, but at least, if they were smart, they had a functional game mechanic that could help them overcome their inherent disadvantages. (for instance, if you're defending a point that suddenly gets overrun, you can hide, cloak, passive scan and wait for the opposing squad to leave before undoing their work - simple, annoying, efficient scouting).
The problem is "scouts" with 200 shields and 750 armor. I don't like these people. They're not now, nor have they ever been real scouts. They are assault holdovers from 1.7 who used to role in a gallente logi with 5 complex armor plates and damage modifiers up the wazoo. Now, they're fully brick tanked, running around in a cloak and are abusing, destroying, tarnishing everything the scout community has waited SO INCREDIBLY LONG for. They will inevitably say that "this is new eden", "all's fair" "it's a valid fitting" --- but everyone knows you're just abusing the game mechanic because you've invested so much of yourself in your KD/R that you don't care if you ruin the game for everyone so long as you protect your win button. Seriously.
That is why I am suggesting that fittings in which a cloak is used have a 50 to 75% reduction in armor and shield mod efficacy. brick tanking won't be a real issue then. Real scouts can continue to fight - not as light assault suits, but as paper-tin, invisible, fast, menaces on the battle field. I like people who think and see the bigger meta that is evolving. That idea is pretty bad though - its only regular armour plates that are an issue - ferroscales and reactives are expensive enough for what they do. Shield tanking is only a 'threat' on Cal scouts - and that is only used because the Assaults are in such a bad position, not because it is OP or unbalanced in anyway really. Really, balancing regular armour plating would ease this problem and so many others... EDIT:'Sorry, just seen above post.
Of course, just the thinking that brought the idea is pretty valid. That assaults are simply outclassed by the scout class because of how people are using the meta. Though I am thinking that the whole brick tanking issue is something that is going to to needs discussion at this rate as it will start to become problematic (and the worst of the pre 1.8 predictions slowly come true)
The idea itself (while off the wall and rather unusual) was however itself not well thought out unfortunately. A simple exercise is asking 5 five times; and even allow full branching so you have five layers of why's answered. Also off wall ideas do bring up inspiration for others. For example in this case; what if sensors were nerfed instead while cloaked? You'll be running electronically blind similar to eve's mechanics.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Poonmunch
Sanguis Defense Syndicate
829
|
Posted - 2014.03.30 00:06:00 -
[306] - Quote
Iron Wolf Saber wrote:Cyrius Li-Moody wrote:Personally I think they did a fair job of balancing the cloak. Most tears come from oversaturation of the role due to it being new equipment. Anything seems ridiculous in high volumes. This is a new toy and everyone wants to play with it. I want to be very very sure nothing is done in classic CCP fashion as a ridiculous nerf due to the tears of the loud sections of our playerbase.
I agree that there should be different variants for different jobs and playstyles. The weapon switch in my opinion is about perfect. It's not too short and not too long. I think most people have problems with the cloaks and shotguns. For any other weapon that requires you to actually aim a little bit the decloak time is perfect.
Also we must consider that currently even the minmatar has a lot of trouble in the fitting department. An increase in cloak cost will make this suit which already has extremely HP even weaker and harder to fit. My question is should all scouts have similar fitting issues to the minmatar or should minmatar be brought up to the rest of the class?
It is probably easier to bring one suit/group of suits up to the level of the rest.
Munch
Minmatar Patriot (Level 7)
Dedicated Sniper
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
11896
|
Posted - 2014.03.30 00:14:00 -
[307] - Quote
I haven't read the entirety of this thread, so it's probably come up, but:
Being able to fire immediately on decloaking is stupid. Being able to immediately nail someone with huge alpha from invisibility is not balanced.
You have long since made your choice. What you make now is a mistake.
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
959
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Posted - 2014.03.30 00:23:00 -
[308] - Quote
pyrex supports cloaking
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Iron Wolf Saber
Den of Swords
13980
|
Posted - 2014.03.30 00:39:00 -
[309] - Quote
So anyways weekend almost over time to focus the discussion a bit. (yes we're working against a clock in which I don't know the time line either here too btw)
We're still pending what to do with the cloaks but some of the changes won't be possible without code of course such as the damage drain if implemented is likely one of those that won't get hot fixed.
So changes if any should involve timers, scout bonuses, fitting of the cloak itself.
About brick tanks
I feel that overall the brick tank issue is bigger than everything here and in its own right deserves its own discussion however this topic is also rather large and may take a comprehensive look and pass thus not applicable in the near time hotfix period ccp is working with so far. So this is a discussion best saved for '1.9' development and not 1.8 hotfixing.
*Minmatar scout for the time being should be buffed in fitting to match freedom the other scouts enjoy (imo minmatar should have a bit more than most other suits)
Cloak Fitting
So with those off the table. We come to the cloak itself. CCP stated they didn't want cloaks to be scout only tool. They also stated that they don't want it to make it seem every scouts MUST fit a cloak as well. These two are most likely going to restrict any changes in the cloak fitting itself
Which leads us to the scout bonus or scout fitting.
Scouts are enjoying the new freedoms they have and honestly I don't see the issue with this. Just as one person puts it a scout gives up nearly nothing to cloak. Only in the more extreme cases are scouts are forced to go tank (unfortunate result of the current imbalance of tank vs utility fitting) So I am a rather apprehensive about adjusting the scouts fitting; too much damage can occur.
So proposed change would be to the scout bonus to cloaks fit. To reduce from 15% to a percent to five lower. I know that something like 13% will look odd on the skill sheet but it works out at max levels with numbers like 70-65-60 for every percent marked down.
So I would like to see this debate continue on what to do with this.
The next more common issue that is greatly affecting game play is how fast one decloaks.
I am uncertain this is hotfix able to be honest and it's something to continue discussion on about as well. You have to remember I am a stalker type scout back before cloaks came about; any changes to this will not effect my game style at all. Its the vanguard (front line fighters) that will have the most issues as they often have to decloak in front of enemies pointing guns at them and I am terrible at that role. I know how frustrating the game used to be when you commanded a weapon swap and it there was a time delay in the swap I don't want that feeling to return. But I also want to give attentive and hunter players the chance to drop on the scout or reflex on the scout and possibly come out on top.
There is also the the speed of the decloak not matching the time to action. While I am unsure what change it would do for the non cloakers the non cloakers think its going to save them. (based on the killing I've been seeing it won't) I guess the point here is that there is a frustration of people getting killed by invisible people.
I see no harm in fixing the glitch and possible the intended portion of the time to action decloak speed.
cloak shimmer rate overall a more minor issue but even then I don't think one can achieve a hotfix with this as well.
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.
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.
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 *Cloak fitting is on the table still. *Cloak decloak speed. *Cloak charge rate internally *Cloak electronic stealth value
Updated Op with change in discussion.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
959
|
Posted - 2014.03.30 00:41:00 -
[310] - Quote
IWS check pyrex's 1.8 review. he is great at judging patches
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Iron Wolf Saber
Den of Swords
13985
|
Posted - 2014.03.30 00:49:00 -
[311] - Quote
knight guard fury wrote:IWS check pyrex's 1.8 review. he is great at judging patches
wont load...
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
959
|
Posted - 2014.03.30 00:53:00 -
[312] - Quote
Iron Wolf Saber wrote:knight guard fury wrote:IWS check pyrex's 1.8 review. he is great at judging patches wont load...
https://www.youtube.com/watch?v=vdsaFt4gnjY
lol
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
|
Beeeees
KILL-EM-QUICK RISE of LEGION
499
|
Posted - 2014.03.30 00:55:00 -
[313] - Quote
There was the idea of running the cloak off your shield HP as a timer, meaning modular cloaking times + brick tanking becoming useless in combination with cloaking suits.
Not sure how its practical but Ill just repost it.
TOLD514
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
959
|
Posted - 2014.03.30 00:57:00 -
[314] - Quote
Beeeees wrote:There was the idea of running the cloak off your shield HP as a timer, meaning modular cloaking times + brick tanking becoming useless in combination with cloaking suits.
Not sure how its practical but Ill just repost it.
and leave shield tankers defensless?
i think not
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
|
Samantha Hunyz
G.R.A.V.E INTERGALACTIC WARPIGS
97
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Posted - 2014.03.30 01:00:00 -
[315] - Quote
@Iron Wolf Saber, regarding your last wall of text:
I noticed alot of "I feel" as in your personnal opinion pretty much dictating what appears that is what you will be presenting to CCP. You are susposed to be a voice of communication between the players and CCP. but it seems as though your going to tell CCP what they should or shouldn't hotfix based solely on your playstyle. Perhaps I misinterpretated your text, but that is my "opinion" I gathered from reading your text.
When I look down my scope, all I see are dead people.
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Monkey MAC
Rough Riders..
2301
|
Posted - 2014.03.30 01:01:00 -
[316] - Quote
When it comes to decloak speed, by the time you are able to fire the weapon, you should A) Be Completely Visible B) Have Finished Emiting the Decloak Sound Its your ability to avoid these until after your opponent is dead that provides the cloaks only personal problem requiring immediate attention.
As for the likes of fitting Costs etc. Don't increase the fitting on the Item itself, other suits already have enough trouble fitting it. Reducing the fitting bonus from 15% to 10% per level should be enough. It should force the Scout to have to run SOME sub-par modules in order to fit it. But not cripple it as much as it does to other suits.
When it comes to the Active/Charge Time Ratios 1:1.7 is plentiful, it needs to be enough to discourage turning it on and off repeatedly for use in combat. If you wish to add a Combat variant in 1.9 that can be used down to 10% of charge I see no problem provided the Max Charge Time does not exceed 20 Seconds. However I would also expect to include another variant that lasts upwards of 2 mins provided it can be activated without full charge and has a 1:2.5 Active/Charge Time Ratio.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
739
|
Posted - 2014.03.30 01:02:00 -
[317] - Quote
Iron Wolf Saber wrote:So anyways weekend almost over time to focus the discussion a bit. (yes we're working against a clock in which I don't know the time line either here too btw)
We're still pending what to do with the cloaks but some of the changes won't be possible without code of course such as the damage drain if implemented is likely one of those that won't get hot fixed.
So changes if any should involve timers, scout bonuses, fitting of the cloak itself.
About brick tanks
I feel that overall the brick tank issue is bigger than everything here and in its own right deserves its own discussion however this topic is also rather large and may take a comprehensive look and pass thus not applicable in the near time hotfix period ccp is working with so far. So this is a discussion best saved for '1.9' development and not 1.8 hotfixing.
*Minmatar scout for the time being should be buffed in fitting to match freedom the other scouts enjoy (imo minmatar should have a bit more than most other suits)
Cloak Fitting
So with those off the table. We come to the cloak itself. CCP stated they didn't want cloaks to be scout only tool. They also stated that they don't want it to make it seem every scouts MUST fit a cloak as well. These two are most likely going to restrict any changes in the cloak fitting itself
Which leads us to the scout bonus or scout fitting.
Scouts are enjoying the new freedoms they have and honestly I don't see the issue with this. Just as one person puts it a scout gives up nearly nothing to cloak. Only in the more extreme cases are scouts are forced to go tank (unfortunate result of the current imbalance of tank vs utility fitting) So I am a rather apprehensive about adjusting the scouts fitting; too much damage can occur.
So proposed change would be to the scout bonus to cloaks fit. To reduce from 15% to a percent to five lower. I know that something like 13% will look odd on the skill sheet but it works out at max levels with numbers like 70-65-60 for every percent marked down.
So I would like to see this debate continue on what to do with this.
The next more common issue that is greatly affecting game play is how fast one decloaks.
I am uncertain this is hotfix able to be honest and it's something to continue discussion on about as well. You have to remember I am a stalker type scout back before cloaks came about; any changes to this will not effect my game style at all. Its the vanguard (front line fighters) that will have the most issues as they often have to decloak in front of enemies pointing guns at them and I am terrible at that role. I know how frustrating the game used to be when you commanded a weapon swap and it there was a time delay in the swap I don't want that feeling to return. But I also want to give attentive and hunter players the chance to drop on the scout or reflex on the scout and possibly come out on top.
There is also the the speed of the decloak not matching the time to action. While I am unsure what change it would do for the non cloakers the non cloakers think its going to save them. (based on the killing I've been seeing it won't) I guess the point here is that there is a frustration of people getting killed by invisible people.
I see no harm in fixing the glitch and possible the intended portion of the time to action decloak speed.
cloak shimmer rate overall a more minor issue but even then I don't think one can achieve a hotfix with this as well.
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.
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.
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 *Cloak fitting is on the table still. *Cloak decloak speed. *Cloak charge rate internally *Cloak electronic stealth value
Updated Op with change in discussion.
The fitting amount on cloaks seem reasonable to other equipment. Reducing this does not address any issues you have raised if anything it makes it more likely they brick tank further by putting a cheap basic armour plate on instead of say a ferrascale.
...
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
961
|
Posted - 2014.03.30 01:03:00 -
[318] - Quote
why not reduce the cpu/pg needs for ferro and reactive and increase the needs for plates
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
|
jerrmy12 kahoalii
773
|
Posted - 2014.03.30 01:11:00 -
[319] - Quote
Ares 514 wrote:Iron Wolf Saber wrote:So anyways weekend almost over time to focus the discussion a bit. (yes we're working against a clock in which I don't know the time line either here too btw)
We're still pending what to do with the cloaks but some of the changes won't be possible without code of course such as the damage drain if implemented is likely one of those that won't get hot fixed.
So changes if any should involve timers, scout bonuses, fitting of the cloak itself.
About brick tanks
I feel that overall the brick tank issue is bigger than everything here and in its own right deserves its own discussion however this topic is also rather large and may take a comprehensive look and pass thus not applicable in the near time hotfix period ccp is working with so far. So this is a discussion best saved for '1.9' development and not 1.8 hotfixing.
*Minmatar scout for the time being should be buffed in fitting to match freedom the other scouts enjoy (imo minmatar should have a bit more than most other suits)
Cloak Fitting
So with those off the table. We come to the cloak itself. CCP stated they didn't want cloaks to be scout only tool. They also stated that they don't want it to make it seem every scouts MUST fit a cloak as well. These two are most likely going to restrict any changes in the cloak fitting itself
Which leads us to the scout bonus or scout fitting.
Scouts are enjoying the new freedoms they have and honestly I don't see the issue with this. Just as one person puts it a scout gives up nearly nothing to cloak. Only in the more extreme cases are scouts are forced to go tank (unfortunate result of the current imbalance of tank vs utility fitting) So I am a rather apprehensive about adjusting the scouts fitting; too much damage can occur.
So proposed change would be to the scout bonus to cloaks fit. To reduce from 15% to a percent to five lower. I know that something like 13% will look odd on the skill sheet but it works out at max levels with numbers like 70-65-60 for every percent marked down.
So I would like to see this debate continue on what to do with this.
The next more common issue that is greatly affecting game play is how fast one decloaks.
I am uncertain this is hotfix able to be honest and it's something to continue discussion on about as well. You have to remember I am a stalker type scout back before cloaks came about; any changes to this will not effect my game style at all. Its the vanguard (front line fighters) that will have the most issues as they often have to decloak in front of enemies pointing guns at them and I am terrible at that role. I know how frustrating the game used to be when you commanded a weapon swap and it there was a time delay in the swap I don't want that feeling to return. But I also want to give attentive and hunter players the chance to drop on the scout or reflex on the scout and possibly come out on top.
There is also the the speed of the decloak not matching the time to action. While I am unsure what change it would do for the non cloakers the non cloakers think its going to save them. (based on the killing I've been seeing it won't) I guess the point here is that there is a frustration of people getting killed by invisible people.
I see no harm in fixing the glitch and possible the intended portion of the time to action decloak speed.
cloak shimmer rate overall a more minor issue but even then I don't think one can achieve a hotfix with this as well.
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.
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.
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 *Cloak fitting is on the table still. *Cloak decloak speed. *Cloak charge rate internally *Cloak electronic stealth value
Updated Op with change in discussion. The fitting amount on cloaks seem reasonable to other equipment. Reducing this does not address any issues you have raised if anything it makes it more likely they brick tank further by putting a cheap basic armour plate on instead of say a ferrascale. Swap the values and boom fixed
Closed beta vet
Tears, sweet delicious tears
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
962
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Posted - 2014.03.30 01:12:00 -
[320] - Quote
IWS, if you watched it, what do you think of the vid
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Iron Wolf Saber
Den of Swords
13989
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Posted - 2014.03.30 01:14:00 -
[321] - Quote
Samantha Hunyz wrote:@Iron Wolf Saber, regarding your last wall of text:
I noticed alot of "I feel" as in your personnal opinion pretty much dictating what appears that is what you will be presenting to CCP. You are susposed to be a voice of communication between the players and CCP. but it seems as though your going to tell CCP what they should or shouldn't hotfix based solely on your playstyle. Perhaps I misinterpretated your text, but that is my "opinion" I gathered from reading your text.
I use the word 'I feel' for mostly for things I am not concrete on or its part of a larger pool of a generalization of direction to go; its a way for me to recognize there is something wrong and there is no perfect answer.
The issue is complicated overall as this is more of a circle this time. altering one alters the whole circle and letting ccp do the adjustments without any guidance or concerns raised up can result in bad hilarity.
I can't work on singular answers because I can't read ccps mind and have no idea what they will bring to the table when it comes time to talk. These debates are just helping me be armed with reasons to work around with to get a better desired result while working with ccp.
Also like I said there are things that may not get hotfixed or not we don't know yet to the extent cloaks.
You have to remember I went through the scouts buffs and the much earlier heavy buffs in a similar manner.
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mollerz
3082
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Posted - 2014.03.30 01:15:00 -
[322] - Quote
If anything, the cloak is too easy for other suits to fit. It is not easy for a scout to fit a proto cloak unless you are proto and fully skilled out.
If you aren't max core skills and lv 5 scout, you are not going to have an easy time fitting a cloak without making a sacrifice. The ninja scout in particular can either speed tank, or stealth tank. You can't do both, and this is with core skills 5.
The real problems here are unfinished assault suit stats, and armor plating usage.
Other than that- the cloak QQ is just that.. QQ. There is no question that the cloak is very visible to visual ID, and that using your reticule to sweep an area makes it bang on easy to find cloakers. If you can't see or find a cloaker, then you have to readjust how you pay attention to your surroundings in game. That is the only other problem aside from the glitches. Players being too lazy to use their eyeballs.
It is way too soon to talk about changing the cloak. This is just a hysterical response to something that is new, and also glitched right now. Fix the bugs first.
Nerfing is OP, bug fixing is UP. Way too UP.
You gotta hustle if you wanna make a dolla
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Iron Wolf Saber
Den of Swords
13989
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Posted - 2014.03.30 01:15:00 -
[323] - Quote
yeah its his video stopping at 4 seconds in and stalls loading.
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
962
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Posted - 2014.03.30 01:20:00 -
[324] - Quote
Iron Wolf Saber wrote:yeah its his video stopping at 4 seconds in and stalls loading.
well when ever you get the chance, watch it. he makes so many good points and has some good reasons to why cloaks arent OP
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Iron Wolf Saber
Den of Swords
13991
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Posted - 2014.03.30 01:22:00 -
[325] - Quote
I never declared cloaks overpowered however.
I always had been stating that they been near perfect.
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
962
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Posted - 2014.03.30 01:28:00 -
[326] - Quote
i find it humerous that i have crappy connection and i can watch his video reatedly and you probably have great internet connection and it wwont load for you
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Monkey MAC
Rough Riders..
2304
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Posted - 2014.03.30 01:31:00 -
[327] - Quote
mollerz wrote:If anything, the cloak is too easy for other suits to fit. It is not easy for a scout to fit a proto cloak unless you are proto and fully skilled out.
If you aren't max core skills and lv 5 scout, you are not going to have an easy time fitting a cloak without making a sacrifice. The ninja scout in particular can either speed tank, or stealth tank. You can't do both, and this is with core skills 5.
The real problems here are unfinished assault suit stats, and armor plating usage.
Other than that- the cloak QQ is just that.. QQ. There is no question that the cloak is very visible to visual ID, and that using your reticule to sweep an area makes it bang on easy to find cloakers. If you can't see or find a cloaker, then you have to readjust how you pay attention to your surroundings in game. That is the only other problem aside from the glitches. Players being too lazy to use their eyeballs.
It is way too soon to talk about changing the cloak. This is just a hysterical response to something that is new, and also glitched right now. Fix the bugs first.
Nerfing is OP, bug fixing is UP. Way too UP.
Its not that its "Overpowered" its more the fact you can 1) Have Your Cake and Eat it when it comes to fitting 2) Kill someone while still being cloaked (you can say its QQ but until you actually try shooting an invisible scout with MORE health than you won't understand) Also CCP built it so you weren't meant to do that, which is problem.
Its those who are complaining they keep getting shot in the back that are QQing because the cloak is meant to facilitate that, being shot in the face, not so much.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Iron Wolf Saber
Den of Swords
13991
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Posted - 2014.03.30 01:36:00 -
[328] - Quote
knight guard fury wrote:i find it humerous that i have crappy connection and i can watch his video reatedly and you probably have great internet connection and it wwont load for you
I just find it funny I can watch other youtube videos..
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mollerz
3084
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Posted - 2014.03.30 01:49:00 -
[329] - Quote
Monkey MAC wrote:
Its not that its "Overpowered" its more the fact you can 1) Have Your Cake and Eat it when it comes to fitting - That is patently false. Even at max skills you do not have carte blanche. You do have a lot more choices than someone with avg to low skill- in which case serious concessions have to be made for an ADV cloak. A proto cloak insures a low SP user has nothing but that cloak.
2) Kill someone while still being cloaked (you can say its QQ but until you actually try shooting an invisible scout with MORE health than you won't understand) - That is not possible aside from a glitch that was not intended. I agree though. that glitch needs hot fixing immediately. The way a cloak works as intended, you have a half second from cloak to weapon switch. It works well with a shotgun due to the 5m buffer you can put inbetween yourself and the target. However, with knives you have to create that buffer yourself, so you will be attacking after being uncloaked for about 3 seconds or so. And even then it's a frame rate horror to even deal with.
Also CCP built it so you weren't meant to do that, which is problem. - Thus it is a glitch.
Its those who are complaining they keep getting shot in the back that are QQing because the cloak is meant to facilitate that, being shot in the face, not so much.
If you get shot in the face from a cloaked- You could have seen him if you were looking and really should pay more attention to your surroundings. You can easily visibly ID cloaked and moving targets. Your reticle is also a key and powerful tool in sweeping for cloaked enemies.
People just need to relearn tactics. This cloak QQ is born of laziness to adapt to a changing battlefield. Get in a squad, unless you know how to solo, and have a scout in your squad to help you ID threats.
You gotta hustle if you wanna make a dolla
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
964
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Posted - 2014.03.30 01:53:00 -
[330] - Quote
pyrex's old shotty vid shows so much
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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