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Lylith Groff
Endless Hatred Ishuk-Raata Enforcement Directive
3
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Posted - 2014.03.30 21:46:00 -
[391] - Quote
As a dedicated Scout since before Chrome, cloaks are easy mode.
You don't have to fit anything past an advanced cloak. 60 seconds is an eternity on the battlefield and for those who have learned to micro-manage their cloaking habits, you never have to worry about running out. There's no risk. Fitting a cloak is a great advantage but there's no sacrifice on the fitting screen either. Reduce our bonus to cloak fitting. I would also advocate for the cloaking device stats being changed. Cloaking times for Std/Adv/Cplx possibly being 20/30/45 secs. with reactivation being 50%/66%/66%. With complete drain you'd have to wait 10/20/30 secs.
The risks the scouts had before 1.8 have mostly been removed due to how lenient the cloak is. Instant on/instant off needs to be corrected. Give it a charge up time when activated as if the suit is rerouting power and calibrating the cloaking device and a cooldown upon deactivation as if the suit is rerouting power to your primary systems again. This will force people to think when to or not to use the device.
As far as I understood the reasoning for having cloaks, they were to be used as a positioning tool. To allow scouts to traverse open terrain with less fear of rifles. Any scout will tell you that any rifle is a sniper rifle. Open terrain between cover was approached with extreme caution and paranoia. Now, I'm against the cloaking device deactivating when taking damage because this will promote "praying and spraying" which rewards luck. I am however thinking that an extended shield flicker effect would help people who spotted a cloaker in keeping their crosshair on the cloaked mercenary. Currently there's no punishment for being seen.
Speaking about forcing mercenaries to decloak. A cloaking device is essentially bending light around you. Flux grenades are an EMP device, Electro-Magnetic Pulse. Light is apart of the EM band. Flux grenades should overload a cloaking device as well as any flash-bang grenade if one ever gets implemented. There needs to be a counter. This would help mercs against a cloaker inside buildings.
Another reasonable expectation while having the cloak activated is having your systems struggling to interpret any incoming data so your prey vanishes from your passive scanner as well as seeing false positives. Additionally, the ability to hack while cloaked should be removed. Having any Wi-Fi while cocooned in a distortion-well doesn't make much sense to me.
Having your cloak deactivate while in proximity to another mercenary, supply depot, CRU or null cannon would add another level of strategy but I see that's being frowned upon. I think having two scouts decloak and having an "oh sh*t" moment because one got too close to the other would be hilarious. It would force you to think of entry and exit points more thoroughly.
Brick tanking scouts are a problem... in a sense. It's their ability to get under your passive and find a superior position. This, coupled with a rifle which is mid-range, is what is more powerful than a SG. It takes the enemy a slight bit more time to find and target. Brick tanked scouts w/o a cloak would be just as powerful. People who brick tank shore up the scouts weakness and yet still have the passive scanner bonuses because the suit's default value has been changed. This one is tricky but changing the HP modules to a percentage based gain versus a flat number would correct this... but the Devs would have to adjust all the other suits accordingly so no other suit suffered. In other words, a time vampire. Another possibility is that the cloak shimmer should be increased so that dampeners can reduce cloak shimmer while plates increase shimmer again, not sure about this one because I have put much thought into it. Maybe just the increase in shimmer with the dampener counter would be enough.
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
89
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Posted - 2014.03.30 22:02:00 -
[392] - Quote
Ydubbs81 RND wrote:mollerz wrote:Ydubbs81 RND wrote:
cloaks don't need to be overhauled......if they just add the few tweaks/changes that I'm seeing requested over and over, then it should be fine. It will always be cheesy but it wouldn't be so ridiculous.
They aren't ridiculous. Most of these "tweaks" are though. You don't think that being able to cloak whenever you feel like for an entire game (by using an advanced or proto) is ridiculous? You don't think that shooting someone in the act of decloaking is unfair?
Why are you exaggerating? You know full well the adv cloak only lasts 60 seconds; the proto is 80.. That would be the fastest ambush ever.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
89
|
Posted - 2014.03.30 22:15:00 -
[393] - Quote
Lylith Groff wrote:As a dedicated Scout since before Chrome, cloaks are easy mode.
You don't have to fit anything past an advanced cloak. 60 seconds is an eternity on the battlefield and for those who have learned to micro-manage their cloaking habits, you never have to worry about running out. There's no risk. Fitting a cloak is a great advantage but there's no sacrifice on the fitting screen either. Reduce our bonus to cloak fitting. I would also advocate for the cloaking device stats being changed. Cloaking times for Std/Adv/Cplx possibly being 20/30/45 secs. with reactivation being 50%/66%/66%. With complete drain you'd have to wait 10/20/30 secs.
The risks the scouts had before 1.8 have mostly been removed due to how lenient the cloak is. Instant on/instant off needs to be corrected. Give it a charge up time when activated as if the suit is rerouting power and calibrating the cloaking device and a cooldown upon deactivation as if the suit is rerouting power to your primary systems again. This will force people to think when to or not to use the device.
As far as I understood the reasoning for having cloaks, they were to be used as a positioning tool. To allow scouts to traverse open terrain with less fear of rifles. Any scout will tell you that any rifle is a sniper rifle. Open terrain between cover was approached with extreme caution and paranoia. Now, I'm against the cloaking device deactivating when taking damage because this will promote "praying and spraying" which rewards luck. I am however thinking that an extended shield flicker effect would help people who spotted a cloaker in keeping their crosshair on the cloaked mercenary. Currently there's no punishment for being seen.
Speaking about forcing mercenaries to decloak. A cloaking device is essentially bending light around you. Flux grenades are an EMP device, Electro-Magnetic Pulse. Light is apart of the EM band. Flux grenades should overload a cloaking device as well as any flash-bang grenade if one ever gets implemented. There needs to be a counter. This would help mercs against a cloaker inside buildings.
Another reasonable expectation while having the cloak activated is having your systems struggling to interpret any incoming data so your prey vanishes from your passive scanner as well as seeing false positives. Additionally, the ability to hack while cloaked should be removed. Having any Wi-Fi while cocooned in a distortion-well doesn't make much sense to me.
Having your cloak deactivate while in proximity to another mercenary, supply depot, CRU or null cannon would add another level of strategy but I see that's being frowned upon. I think having two scouts decloak and having an "oh sh*t" moment because one got too close to the other would be hilarious. It would force you to think of entry and exit points more thoroughly.
Brick tanking scouts are a problem... in a sense. It's their ability to get under your passive and find a superior position. This, coupled with a rifle which is mid-range, is what is more powerful than a SG. It takes the enemy a slight bit more time to find and target. Brick tanked scouts w/o a cloak would be just as powerful. People who brick tank shore up the scouts weakness and yet still have the passive scanner bonuses because the suit's default value has been changed. This one is tricky but changing the HP modules to a percentage based gain versus a flat number would correct this... but the Devs would have to adjust all the other suits accordingly so no other suit suffered. In other words, a time vampire. Another possibility is that the cloak shimmer should be increased so that dampeners can reduce cloak shimmer while plates increase shimmer again, not sure about this one because I have put much thought into it. Maybe just the increase in shimmer with the dampener counter would be enough.
You've been playing for so long yet you have 3 likes. Either you have really bad posts or you're just pretending to make it seem like a scout agree's he's so OP and needs nerfed before he destroys the game.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2727
|
Posted - 2014.03.30 22:24:00 -
[394] - Quote
BIind Shot wrote:Ydubbs81 RND wrote:mollerz wrote:Ydubbs81 RND wrote:
cloaks don't need to be overhauled......if they just add the few tweaks/changes that I'm seeing requested over and over, then it should be fine. It will always be cheesy but it wouldn't be so ridiculous.
They aren't ridiculous. Most of these "tweaks" are though. You don't think that being able to cloak whenever you feel like for an entire game (by using an advanced or proto) is ridiculous? You don't think that shooting someone in the act of decloaking is unfair? Why are you exaggerating? You know full well the adv cloak only lasts 60 seconds; the proto is 80.. That would be the fastest ambush ever.
I can activate my cloak and flank some enemies. I would decloak only to kill someone. While, I am killing someone, my cloak cooldown is regenerating. Once I've killed the guy, I can cloak and go flank someone else. With this system, I can cloak anytime I want and stay cloaked for as long as I need. I wouldn't need 60 secs to get away from someone.
With tanks, you have to be careful when you activate your modules..because the moment they are deactivated, you have to wait the entire cooldown time to be able to use it again. I would have damage mods activated anytime I needed them to if I pulled out my tank.
weRideNDie2getha since 2010
(https://forums.dust514.com/default.aspx?g=posts)
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Lylith Groff
Endless Hatred Ishuk-Raata Enforcement Directive
4
|
Posted - 2014.03.30 22:35:00 -
[395] - Quote
BIind Shot wrote:Lylith Groff wrote:As a dedicated Scout since before Chrome, cloaks are easy mode.
You don't have to fit anything past an advanced cloak. 60 seconds is an eternity on the battlefield and for those who have learned to micro-manage their cloaking habits, you never have to worry about running out. There's no risk. Fitting a cloak is a great advantage but there's no sacrifice on the fitting screen either. Reduce our bonus to cloak fitting. I would also advocate for the cloaking device stats being changed. Cloaking times for Std/Adv/Cplx possibly being 20/30/45 secs. with reactivation being 50%/66%/66%. With complete drain you'd have to wait 10/20/30 secs.
The risks the scouts had before 1.8 have mostly been removed due to how lenient the cloak is. Instant on/instant off needs to be corrected. Give it a charge up time when activated as if the suit is rerouting power and calibrating the cloaking device and a cooldown upon deactivation as if the suit is rerouting power to your primary systems again. This will force people to think when to or not to use the device.
As far as I understood the reasoning for having cloaks, they were to be used as a positioning tool. To allow scouts to traverse open terrain with less fear of rifles. Any scout will tell you that any rifle is a sniper rifle. Open terrain between cover was approached with extreme caution and paranoia. Now, I'm against the cloaking device deactivating when taking damage because this will promote "praying and spraying" which rewards luck. I am however thinking that an extended shield flicker effect would help people who spotted a cloaker in keeping their crosshair on the cloaked mercenary. Currently there's no punishment for being seen.
Speaking about forcing mercenaries to decloak. A cloaking device is essentially bending light around you. Flux grenades are an EMP device, Electro-Magnetic Pulse. Light is apart of the EM band. Flux grenades should overload a cloaking device as well as any flash-bang grenade if one ever gets implemented. There needs to be a counter. This would help mercs against a cloaker inside buildings.
Another reasonable expectation while having the cloak activated is having your systems struggling to interpret any incoming data so your prey vanishes from your passive scanner as well as seeing false positives. Additionally, the ability to hack while cloaked should be removed. Having any Wi-Fi while cocooned in a distortion-well doesn't make much sense to me.
Having your cloak deactivate while in proximity to another mercenary, supply depot, CRU or null cannon would add another level of strategy but I see that's being frowned upon. I think having two scouts decloak and having an "oh sh*t" moment because one got too close to the other would be hilarious. It would force you to think of entry and exit points more thoroughly.
Brick tanking scouts are a problem... in a sense. It's their ability to get under your passive and find a superior position. This, coupled with a rifle which is mid-range, is what is more powerful than a SG. It takes the enemy a slight bit more time to find and target. Brick tanked scouts w/o a cloak would be just as powerful. People who brick tank shore up the scouts weakness and yet still have the passive scanner bonuses because the suit's default value has been changed. This one is tricky but changing the HP modules to a percentage based gain versus a flat number would correct this... but the Devs would have to adjust all the other suits accordingly so no other suit suffered. In other words, a time vampire. Another possibility is that the cloak shimmer should be increased so that dampeners can reduce cloak shimmer while plates increase shimmer again, not sure about this one because I have put much thought into it. Maybe just the increase in shimmer with the dampener counter would be enough.
You've been playing for so long yet you have 3 likes. Either you have really bad posts or you're just pretending to make it seem like a scout agree's he's so OP and needs nerfed before he destroys the game.
I rarely post, [shrug]. The amount of likes I have dictates how much worth my opinion has? I'm not claiming to be OP either, I'm merely stating there needs to be counters to what we have... there's barely any struggle anymore. And about the comment I made mentioning how long I've played, it's merely to point out that I've played before and after 1.8. I can see the differences the changes have brought about. |
BIind Shot
Dirt Nap Squad Dirt Nap Squad.
91
|
Posted - 2014.03.30 22:35:00 -
[396] - Quote
Ydubbs81 RND wrote:BIind Shot wrote:Ydubbs81 RND wrote:mollerz wrote:Ydubbs81 RND wrote:
cloaks don't need to be overhauled......if they just add the few tweaks/changes that I'm seeing requested over and over, then it should be fine. It will always be cheesy but it wouldn't be so ridiculous.
They aren't ridiculous. Most of these "tweaks" are though. You don't think that being able to cloak whenever you feel like for an entire game (by using an advanced or proto) is ridiculous? You don't think that shooting someone in the act of decloaking is unfair? Why are you exaggerating? You know full well the adv cloak only lasts 60 seconds; the proto is 80.. That would be the fastest ambush ever. I can activate my cloak and flank some enemies. I would decloak only to kill someone. While, I am killing someone, my cloak cooldown is regenerating. Once I've killed the guy, I can cloak and go flank someone else. With this system, I can cloak anytime I want and stay cloaked for as long as I need. I wouldn't need 60 secs to get away from someone. With tanks, you have to be careful when you activate your modules..because the moment they are deactivated, you have to wait the entire cooldown time to be able to use it again. I would have damage mods activated anytime I needed them to if I pulled out my tank.
Ya well a tank moves at 30mps and has 3,000-10,000 hp (I guess. not sure. Maybe without hardeners?) I'm a scout moving at a blazing speed of 10.3 with 400 hp. To compare the two is ridiculous.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2728
|
Posted - 2014.03.30 22:55:00 -
[397] - Quote
BIind Shot wrote:Ydubbs81 RND wrote:
I can activate my cloak and flank some enemies. I would decloak only to kill someone. While, I am killing someone, my cloak cooldown is regenerating. Once I've killed the guy, I can cloak and go flank someone else. With this system, I can cloak anytime I want and stay cloaked for as long as I need. I wouldn't need 60 secs to get away from someone.
With tanks, you have to be careful when you activate your modules..because the moment they are deactivated, you have to wait the entire cooldown time to be able to use it again. I would have damage mods activated anytime I needed them to if I pulled out my tank.
Ya well a tank moves at 30mps and has 3,000-10,000 hp (I guess. not sure. Maybe without hardeners?) I'm a scout moving at a blazing speed of 10.3 with 400 hp. To compare the two is ridiculous.
??
It is the modules that are up for comparison. The point is that the cloak should behave like every other active module in the game.
weRideNDie2getha since 2010
(https://forums.dust514.com/default.aspx?g=posts)
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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
606
|
Posted - 2014.03.30 23:10:00 -
[398] - Quote
Just give the scouts a 99% role bonus reduction instead of per level so it doesn't affect any of the scouts.
Scouts have to run cloaks because all the equipment sucks now. what they did with logos was awful and scanners are broken. Scanner has a longer cooldown time than visibility time. This should be the same for scouts. Or reverse scanners and make them have shorter cooldowns. They need to be equals.
We need to pitch in an buy everyone at Ccpshanghai a couple plex's for eve so they can learn what this game is supposed to be like.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Zaaeed Massani
RisingSuns
72
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Posted - 2014.03.30 23:28:00 -
[399] - Quote
Overall I feel like cloaks are fairly well designed. They just need a larger delay between decloaking nd firing. And fluxes need to break cloak.
I'd like to see shotguns receive a slight, slight damage nerf at lower tiers just to stop militia-geared scouts from wrecking proto heavies so easily.
Proto SG scouts SHOULD be able to wreck.
3/10 Federal Marines
3/10 Republic Command
Commando Pride
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Iron Wolf Saber
Den of Swords
14040
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Posted - 2014.03.30 23:53:00 -
[400] - Quote
Tech Ohm Eaven wrote:Iron Wolf Saber wrote:Ydubbs81 RND wrote:Iron Wolf Saber wrote:I am going to agree with minmatar scout being worse off scout for now on grounds of fitting and will relay the message. Does this mean that you are only relaying messages that you agree with??? No. Just those in agreement get put into queue faster. Those in disagreement takes more evidence, reasoning and time to override my opinion. Most of those I have disagree with have generally failed to meet criteria, such as prototype tanks. Ones meeting criteria, Respecs for 1.8. you mean like Tech Ohm telling you about unbalanced rifles ? or how about unbalanced tanks going too fast? swarm range being nerfed too much? instead you listened to Tankahiro ,Speaker and others in 1.6 and gave further buffs to tanks and buffs to rifles for 1.7 I hope you listen to shoot while being cloaked is BROKEN but does it matter? not really . the PS4 Migration by September at latest or sooner by June . If dust remains unbalanced then its other games to play
Me listen to takario? buwhahahaha >< sorry let me find a rug so I can roll on the floor to laugh.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Denn Maell
PIanet Express Canis Eliminatus Operatives
254
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Posted - 2014.03.31 02:01:00 -
[401] - Quote
Off Topic: IWS, can you confirm that the shotguns haven't been 'tweaked' or 'glitched' in some way when they adjusted the proficiency bonus from RoF to Shield damage? I've only used shotguns a little pre-1.8 but I think there are some differences in its range/rate of fire now. (also I only have SG Op.3 and I notice it seems to be working differently)
Sorry for the off topic, but the two issues seem to be related to me, beyond the ability to fire before decloak issue.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
740
|
Posted - 2014.03.31 02:04:00 -
[402] - Quote
Ydubbs81 RND wrote:BIind Shot wrote:Ydubbs81 RND wrote:mollerz wrote:Ydubbs81 RND wrote:
cloaks don't need to be overhauled......if they just add the few tweaks/changes that I'm seeing requested over and over, then it should be fine. It will always be cheesy but it wouldn't be so ridiculous.
They aren't ridiculous. Most of these "tweaks" are though. You don't think that being able to cloak whenever you feel like for an entire game (by using an advanced or proto) is ridiculous? You don't think that shooting someone in the act of decloaking is unfair? Why are you exaggerating? You know full well the adv cloak only lasts 60 seconds; the proto is 80.. That would be the fastest ambush ever. I can activate my cloak and flank some enemies. I would decloak only to kill someone. While, I am killing someone, my cloak cooldown is regenerating. Once I've killed the guy, I can cloak and go flank someone else. With this system, I can cloak anytime I want and stay cloaked for as long as I need. I wouldn't need 60 secs to get away from someone. With tanks, you have to be careful when you activate your modules..because the moment they are deactivated, you have to wait the entire cooldown time to be able to use it again. I would have damage mods activated anytime I needed them to if I pulled out my tank.
Tanks have to be careful? What a joke until the recent changes they were so OP it was a joke.
Enough bitching about the cloak, I hope you don't listen to the vocal few. The majority of players I speak with feel it's fairly balanced.
I guess in the end CCP probably listens to you as much as us so it's all good.
...
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2732
|
Posted - 2014.03.31 13:21:00 -
[403] - Quote
Ares 514 wrote:
Enough bitching about the cloak, I hope you don't listen to the vocal few. The majority of players I speak with feel it's fairly balanced.
I guess in the end CCP probably listens to you as much as us so it's all good.
Funny thing cause the majority of the people that I speak with thinks that the cloak is a joke. Most use it to adapt with the times but are definitely aware of the tweeks that are needed.
weRideNDie2getha since 2010
(https://forums.dust514.com/default.aspx?g=posts)
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
40
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Posted - 2014.03.31 13:54:00 -
[404] - Quote
I posted this idea in King Barbar's thread about cloaked scouts.
All the infantry balance issues seem to revolve around brick tanking. If CCP implemented a "damage-mod-style" stacking penalty (100%-87%-~45% efficiency) on armor plates it would be impossible for scouts to get as close to assault suit hp and people would feel less bad about cloaked scouts.
This would also have various additional benefits such as promoting varied fittings, preventing logis from stacking hp as close to heavy hp or too much higher than assault hp, addressing the imbalance between shield and armor tanking. I know this is an idea that people have come up with many times before but the more I think about it the more sense it makes. Tell me where I am going wrong. |
NAV HIV
The Generals General Tso's Alliance
1299
|
Posted - 2014.03.31 14:00:00 -
[405] - 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 |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
740
|
Posted - 2014.03.31 14:52:00 -
[406] - Quote
Ydubbs81 RND wrote:Ares 514 wrote:
Enough bitching about the cloak, I hope you don't listen to the vocal few. The majority of players I speak with feel it's fairly balanced.
I guess in the end CCP probably listens to you as much as us so it's all good.
Funny thing cause the majority of the people that I speak with thinks that the cloak is a joke. Most use it to adapt with the times but are definitely aware of the tweeks that are needed.
At first some were complaining about the cloak but once they got used to watching out for it not as much. What I hear now that you don't see people bitching about is the heavies. They are beast and their range has been increased. Lately when one side starts loosing I see them spamming heavies not scouts.
...
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Shadowswipe
Molon Labe. General Tso's Alliance
204
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Posted - 2014.03.31 15:14:00 -
[407] - Quote
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. |
Iron Wolf Saber
Den of Swords
14043
|
Posted - 2014.03.31 16:43:00 -
[408] - Quote
Denn Maell wrote:Off Topic: IWS, can you confirm that the shotguns haven't been 'tweaked' or 'glitched' in some way when they adjusted the proficiency bonus from RoF to Shield damage? I've only used shotguns a little pre-1.8 but I think there are some differences in its range/rate of fire now. (also I only have SG Op.3 and I notice it seems to be working differently)
Sorry for the off topic, but the two issues seem to be related to me, beyond the ability to fire before decloak issue.
Some hit issues have cropped back up and ccp is trying to resolve them.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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NAV HIV
The Generals General Tso's Alliance
1302
|
Posted - 2014.03.31 19:13:00 -
[409] - 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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Scout Registry
Nos Nothi
1860
|
Posted - 2014.03.31 19:21:00 -
[410] - Quote
Shadowswipe wrote: I'm having a hard time keeping tabs on my surroundings.
So I should be cloaked with bells on, yes? To help you watch your flank?
My grandparents have a backup camera on their minivan. Perhaps you can ask CCP for one of those. |
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2734
|
Posted - 2014.03.31 19:43:00 -
[411] - Quote
Scout Registry wrote:Shadowswipe wrote: I'm having a hard time keeping tabs on my surroundings.
So I should be cloaked with bells on, yes? To help you watch your flank? Brings to mind backup cameras on minivans.
It's funny that you're clowning him for not being able to see invisible players as a reflection of his low situational awareness. But yet, you have to use a cloak to flank.
weRideNDie2getha since 2010
(https://forums.dust514.com/default.aspx?g=posts)
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jerrmy12 kahoalii
789
|
Posted - 2014.03.31 19:52:00 -
[412] - Quote
Ydubbs81 RND wrote:Scout Registry wrote:Shadowswipe wrote: I'm having a hard time keeping tabs on my surroundings.
So I should be cloaked with bells on, yes? To help you watch your flank? Brings to mind backup cameras on minivans. It's funny that you're clowning him for not being able to see invisible players as a reflection of his low situational awareness. But yet, you have to use a cloak to flank. No it just helps Now get off this thread I see cloaks fine, killed many cloakers today command8 c1 with magsec smg
Closed beta vet
Tears, sweet delicious tears
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Scout Registry
Nos Nothi
1864
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Posted - 2014.03.31 19:55:00 -
[413] - Quote
Ydubbs81 RND wrote:Scout Registry wrote:Shadowswipe wrote: I'm having a hard time keeping tabs on my surroundings.
So I should be cloaked with bells on, yes? To help you watch your flank? Brings to mind backup cameras on minivans. It's funny that you're clowning him for not being able to see invisible players as a reflection of his low situational awareness. But yet, you have to use a cloak to flank. I've been flanking since Chrome, good sir. Certainly not as well as Demzor or Dominance, but flanking nonetheless.
The invisibility glitch was addressed. Thankfully. Firing whilst decloaking should be also addressed. On these points, we all agree.
As for former idea that cloak require its user to announce his arrival ... Yes, I am laughing at that idea. It is a laughably bad idea.
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Mike Ox Bigger
Skill Shots
194
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Posted - 2014.03.31 19:55:00 -
[414] - Quote
I don't know about you guys but ever since 1.8 hit I run nothing but complex precision enhancers in my highs on every suit I run now. With two on a suit I see a lot, with three on a suit I see almost everything.
Nothing is better than turning around and killing a cloaked scout who thinks he's sneaking up on you. |
jerrmy12 kahoalii
789
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Posted - 2014.03.31 19:59:00 -
[415] - Quote
Mike Ox Bigger wrote:I don't know about you guys but ever since 1.8 hit I run nothing but complex precision enhancers in my highs on every suit I run now. With two on a suit I see a lot, with three on a suit I see almost everything.
Nothing is better than turning around and killing a cloaked scout who thinks he's sneaking up on you. I run two comolex damps, goodluck
Closed beta vet
Tears, sweet delicious tears
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Scout Registry
Nos Nothi
1865
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Posted - 2014.03.31 20:23:00 -
[416] - Quote
jerrmy12 kahoalii wrote:Mike Ox Bigger wrote:I don't know about you guys but ever since 1.8 hit I run nothing but complex precision enhancers in my highs on every suit I run now. With two on a suit I see a lot, with three on a suit I see almost everything.
Nothing is better than turning around and killing a cloaked scout who thinks he's sneaking up on you. I run two comolex damps, goodluck You've opted for added stealth over brick or speed; so you're dead if you miss your flank attack, overestimate your odds, underestimate your opponent, or get spotted. Most Scouts are running fits which forgive more error than yours; these are the Scouts that Ox is hunting. |
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
969
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Posted - 2014.04.01 00:43:00 -
[417] - Quote
just make them claok sound loud enough to be heard but not as loud as novaa knives and it can be heard from 10m away
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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STEALTH HUNTER ZERO
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
267
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Posted - 2014.04.01 01:03:00 -
[418] - Quote
A delay of .5 to 1 second when switching to a weapon wouldn't be too harsh, but I really think its more with the animation not making you visible as soon as you hit the button to swap to your weapon.
As far as the brick tanked scouts go (bad idea anyway), how about increasing the sprint/movement penalty as well as adding a turning penalty. Also, increase their PG cost while reducing the fitting costs of ferroscale/reactive plates since you already get far less HP, people rarely use them since they are difficult to fit along with kincats and cardiac regs. Those changes would easily fix the brick tanked scout issue. |
Yan Darn
Science For Death
476
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Posted - 2014.04.01 13:19:00 -
[419] - Quote
Ydubbs81 RND wrote:Yan Darn wrote:Knight Soiaire wrote:Only problem I have is how people can instantly pull up and shoot their weapon after decloaking, it needs to have some timer that stops you from immediately pulling your weapon and shooting just like an activation timer for REs.
If you're caught while Cloaked, you should not have the chance to instantly fight back, you should have to wait 1-2s before being able to fire back as punishment for being caught.
Sounds in third-person needs to be increased too, out of the +20 times I have been Shotgunned by a decloaker, I have only heard the sound once. I'm just going to keep mentioning this - because I'm worried CCP might add artificial timers that will make decloaking feel awkward and clunky. There already is a 'timer' if you manually decloak wih R1 - lets just have it so any action that would decloak you activates the same animation. Voila - the glitch that some people don't realise is a glitch and not a reason to nerf cloaks is fixed. Right? There doesn't have to be any timers added. There shouldn't be an animation when you decloak or switch to your weapons. Decloaking should be instantaneous so that you don't appear to be still cloaked when you start firing. If there has to be an animation, then you should only be able to fire AFTER you are fully visible.
I suppose it needs testing - but in my experience you can't do **** until the animation finishes, by which point you are decloaked I.e from first person you never see your weapon in any kind of cloak animation, where as weapon switching you still see at least the glow that occurs from decloaking on your weapon.
The Ghost of Bravo
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2735
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Posted - 2014.04.01 13:23:00 -
[420] - Quote
Scout Registry wrote:Ydubbs81 RND wrote:Scout Registry wrote:Shadowswipe wrote: I'm having a hard time keeping tabs on my surroundings.
So I should be cloaked with bells on, yes? To help you watch your flank? Brings to mind backup cameras on minivans. It's funny that you're clowning him for not being able to see invisible players as a reflection of his low situational awareness. But yet, you have to use a cloak to flank. Been flanking since the long lost days Chrome, good sir. Certainly not as well as Demzor or Dominance, but flanking nonetheless. The invisibility glitch was addressed. Thankfully. Firing whilst decloaking should be also addressed. On these points of concern, we all agree. As for the idea that cloak require its user to announce his arrival ... Which would altogether defeat the purpose of cloaking ... Yes, I am laughing at that idea. It is a laughably bad idea.
Yes, I do agree that there shouldn't be bells and whistles when you decloak. However, I do believe that there shouldn't be animatikn when decloaking to allow for instant visibility when you switch weapons.
weRideNDie2getha since 2010
(https://forums.dust514.com/default.aspx?g=posts)
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