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Iron Wolf Saber
Den of Swords
14129
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Posted - 2014.04.05 22:08:00 -
[481] - Quote
jerrmy12 kahoalii wrote:Iron Wolf Saber wrote:Scout Registry wrote:Iron Wolf Saber wrote:The scanner system needs a massive overhaul imo ><
Sensors should not be a game of absolutes where if you don't have x fitting number you get detected.
Should be more like because you have this number would determine the possibility of getting detected at this range. Sensors play a part, but whether or not an act goes undetected is already a complicated calculus. Sight, Sound, Squadsight, Coms, Friendly Action, Hostile Action, Distraction, Orientation, Elevation, Fields of Vision ... there's generally alot more at play than what one may gather should he focus solely on his minimap. :: Shotguns Shimmer (+50) :: Yes but lets say I sensor out my heavy for point defense, because currently the sensor field is a game of absolutes I can still never see some targets on my minimap because the rule doesn't allow for it. But if the sensors where to turn into a game of time and range; things get interesting. Not a good idea I want to be completely invisible for my sealth fit.
http://urbanpeek.com/wp-content/uploads/2013/06/animal-camouflage-11.jpg and eventually if you look hard enough... same thing happens with most sensors too, the longer they look at it the more suspicious it becomes. Its how nearly all current stealth vehicles get detected despite efforts to protect their position.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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PEW JACKSON
Fatal Absolution Dirt Nap Squad.
255
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Posted - 2014.04.05 22:15:00 -
[482] - Quote
Excuse me for getting pissy reading the last couple of pages.
My proposed changes to the cloak.
Want to nerf the dampening bonus?
Basic cloak 5% dampening bonus Advanced cloak 15% dampening bonus Prototype cloak 25% dampening bonus.
Fitting? Awww Hell Naw!!! I use the proto cloak on every one of my fits. Have you tried running two complex kin cats, adv cardiac reg, complex armor rep. complex precision enhancer, and a complex shield extender? All that along with a bolt pistol and an adv shotty with a k2 hive.
Most of my fits are nearly tapped on CPU & PG. The fitting bonus for the cloak is fine. Mind you I have a GK.0 the supposed OP scout.
Down times and up times?
Basic cloak Up time 30 seconds Cool down 15 seconds.
Advanced cloak Up time 60 seconds cool down 30 seconds.
Prototype cloak Up time 90 seconds cool down 45 seconds.
I do agree with changing the de cloak mechanic. If CCP can make it to where the player is visible on their, as well as an enemy screen at the same time of de cloaking, then we'd have a perfect piece of equipment.
It's nearly perfect rite now to be quite honest.
I can't see any other warranted changes to the cloak aside from pure QQ
Dead on the ground.... Think I made a wrong turn :/
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Iron Wolf Saber
Den of Swords
14129
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Posted - 2014.04.05 22:26:00 -
[483] - Quote
Hmm I wouldn't say nerf the cloaks via tiered reduction in sensor damps but maybe provide a line of cloaks that offers the bonus (but gains no charge capacity) in the manner proposed and remove the damp bonus from all other cloaks.
I am also seriously honestly believing that making the whole 'cloak match to action' is not going to change people getting shot by people they are not even going to see in the first place typically from the back. Fixing this is more of a consistency issue but will not resolve complaints.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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medomai grey
WarRavens League of Infamy
528
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Posted - 2014.04.06 00:29:00 -
[484] - Quote
Iron Wolf Saber wrote:I am also seriously honestly believing that making the whole 'cloak match to action' is not going to change people getting shot by people they are not even going to see in the first place typically from the back. Fixing this is more of a consistency issue but will not resolve complaints. I have already provided you an example of when the bug plays a major role in rewarding a mistake and punishing skilled behavior. Although admittedly that kind of scenario doesn't play out often because majority of the player base have poor awareness of their surroundings.
Your right that correcting the bug would not resolve complaints. But have you seen some of the things this community complains about? There are people in the community demanding that mlt tanks be nerfed because their std tank was destroyed by a mlt tank. I digress. The point is you cant make everyone happy and not all complaints are valid. This one is though. (Yes I know how silly that just sounded, hence the face.)
If I could not convince you that the bug that allows cloaked players to fire several rounds before starting to decloak is a high priority issue for the sake of balance, then could you explain why the bug is a low priority problem? But don't use the same old argument that "'cloak match to action' is not going to change people getting shot by people they are not even going to see in the first place typically from the back". Instead explain how the bug has little effect in the scenario provided in the above link "example". Basically counter my counter argument to your original argument.
PS: Thanks for all your hard work as a CPM from doing spread sheets, constantly interacting with the toxic Dust 514 community, etc...
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
981
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Posted - 2014.04.06 01:06:00 -
[485] - Quote
why not just:
1 change the timers to 30/45/60 2 force the animation when decloaking and you cant shoot until you are fully done with the animation 3 and reduce the bonus to 15%
easy fix and the cloak wont be "nerfed" into the ground and prototype cloaks will actually be worth it
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1552
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Posted - 2014.04.06 01:11:00 -
[486] - Quote
medomai grey wrote:Cloaks are fun with the exception of a certain bug that make them un-fun. Hunting for cloaked enemies adds a new challenge to the game and feels incredibly gratifying when you down a cloaked enemy.
Now some people are of the opinion that the bug that allows you to fire a couple of shots before you begin to decloak isn't a big deal. And they are partially right. If the bug is fixed and a cloaked player sneaks up on a unsuspecting target, the outcome remains unchanged.
But please consider another scenario: The cloaked player has failed at stealth and the enemy is searching for them. To hide from the enemy, the cloaked player stops moving to make themselves as least visible as possible. But it only partially works, the enemy knows that the cloaked player is somewhere in front of them, but not the exact location. The enemy begins scanning the area with their reticule and checking for visual distortions; it's only a matter of time before the cloaked player is located. But wait, what's this?! The enemy is dead, the cloaked player fired a couple of rounds into the enemy before beginning to decloak thanks to a bugged mechanic.
In this scenario, the enemy should have had a sporting chance to fight the cloaked player. But because of the bugged mechanic, the enemy is downed from a virtually invisible source of gunfire in front of them. The bugged mechanic is rewarding the cloaked player who failed at stealth. This bug is not a small issue.
Edit: Corrected the part about cloaked player being invisible to practically invisible. thats my main point . if dust 514 is not fun for the majority then the majority will no longer play dust 514
dust 514 doom threads are lol
but whats not lol is ps4 competition in upcoming months
checks to see if Playstation 4 is in stock
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1552
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Posted - 2014.04.06 01:20:00 -
[487] - Quote
Iron Wolf Saber wrote:Hmm I wouldn't say nerf the cloaks via tiered reduction in sensor damps but maybe provide a line of cloaks that offers the bonus (but gains no charge capacity) in the manner proposed and remove the damp bonus from all other cloaks.
I am also seriously honestly believing that making the whole 'cloak match to action' is not going to change people getting shot by people they are not even going to see in the first place typically from the back. Fixing this is more of a consistency issue but will not resolve complaints. if its fixed: moving in a complex count to five and Crazy Ivan manuever check your six and nothing , continue moving in a complex and Crazy Ivan manuever check your six and nothing, continue moving in a complex and Crazy Ivan manuever check your six and AHA!!!!!!! got you!!!! +50 dead shotgun scout
versus
if its NOT fixed:
middle finger to dust 514 checks to see if Playstation 4 is in stock
gets Playstation 4 beta Destiny,Playstation 4 beta Doom
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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Iron Wolf Saber
Den of Swords
14134
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Posted - 2014.04.06 02:27:00 -
[488] - Quote
Tech Ohm Eaven wrote:Iron Wolf Saber wrote:Hmm I wouldn't say nerf the cloaks via tiered reduction in sensor damps but maybe provide a line of cloaks that offers the bonus (but gains no charge capacity) in the manner proposed and remove the damp bonus from all other cloaks.
I am also seriously honestly believing that making the whole 'cloak match to action' is not going to change people getting shot by people they are not even going to see in the first place typically from the back. Fixing this is more of a consistency issue but will not resolve complaints. if its fixed: moving in a complex count to five and Crazy Ivan manuever check your six and nothing , continue moving in a complex and Crazy Ivan manuever check your six and nothing, continue moving in a complex and Crazy Ivan manuever check your six and AHA!!!!!!! got you!!!! +50 dead shotgun scout versus if its NOT fixed: middle finger to dust 514 checks to see if Playstation 4 is in stock gets Playstation 4 beta Destiny,Playstation 4 beta Doom
Most people I stalk only turn in one direction to check. Just have to see which direction they check from afar before moving in.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
982
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Posted - 2014.04.06 02:57:00 -
[489] - Quote
im pretty sure i have the best solution to this "problem" you people speak of and you all just read past it like its nothing
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Nulldust
Codex Troopers
11
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Posted - 2014.04.06 06:12:00 -
[490] - Quote
anaboop wrote:Been testing out bpo dragonfly scout suit, fitting even the most basic junk on it and still being able to take out protos, and advanced.
Running basic cloak, militia shotty, militia cpu module. Cost 4k total. No skills into shotguns or scout suits.
It seems scouts have the best of both worlds stealthy and damage, though its the stealth which allows them to get in close to cause the damage. So doing something to one or the other wont work in my eyes.
The problem seems to be that other suits need to lose all the modules they usually use in place of profile amps and precisions just to see them or try to hide from them. They need to either be hard to find, or be able spot enemies easily, not both least not on the same suit. Make 2 suits good at hiding and 2 good at spotting.
I know people are going to say they are scouts and thats there role, but i think taking one advantage away like that may balance them out without taking something that will cripple them away.
Anywho, I dont have much problem with them since Im testing a radarfit which is able to spot any scout cloaked or not, my only downside is i cant hide from them at the same time, which in turn is why im unable to constantly ruin scouts plans, (which is good) I dont want 100% counter to them, though some wps for bring a dedicated radar would be nice, not sure how but yeah.
I tried to keep it short, just my thoughts.
What do scout users think of that?, no need to be nasty about either. Sacrificing either stealthiness, or your scanning precision depending on your scout suit. So that you dont have both, instead of a damage, slot or something else nerf?
I think it sounds reasonable It's hard to answer that.
The problem comes from the cloak equipment and the solution should to be on the equipment itself. I'd say take away the 0.25 cloaked scan profile reduction for a start. Doesn't warrant it to start with. Next I'd say take away the -15% CPU/PG scout bonus. Again unnecessary.
The problem is the cloaked shotty. I'd say as others had mentioned add a two seconds decloaking time. Next add another 0.42 to the scan profile. Why 0.42? That's the highest penalty that would make an unspecced cloaked scout undetectable by unspecced assault. Fully specced scouts especially GA with multiple profile damp mods are still going to be undetectable TACNETwise but at least that's an improvement from what we have now. |
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Nulldust
Codex Troopers
11
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Posted - 2014.04.06 06:34:00 -
[491] - Quote
...cont.
This is one scout user speaking to another.
Cloaked shotty's primary prey should be heavy. Against medium it's an ewar. At its worst you have 10m to 15m before a medium see you on TACNET. Against another scout, well dont try it. We'll see you at least 20m away unless you're full specced with multiple damp mods on. |
Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
686
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Posted - 2014.04.06 08:44:00 -
[492] - Quote
Iron Wolf Saber wrote:stuff.
When is CPM1 elections again?
1) Minmatar fittings are fine, actually they have too much CPU. FIX SHIELD EXTENDER FITTINGS. Shield extenders belong on the suits with the most CPU and least PG, why do they take about the same PG as plates? Oh and switch kin-cats and damage mods (make kincats high slots and damage mods low slots).
2)Cloaks make you harder to see visually, dampners make you harder to see on scanners. Why do cloaks get a free dampner? Why do cloaks have no penalty? Plates effect HP, extenders effect recharge time, kincats/EWAR means sacrificing HP, Dampners sacrifice nothing.
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.
This stuff is easy.
Fixing swarms
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Iron Wolf Saber
Den of Swords
14136
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Posted - 2014.04.06 09:31:00 -
[493] - Quote
Magnus Amadeuss wrote:Iron Wolf Saber wrote:stuff. When is CPM1 elections again? 1) Minmatar fittings are fine, actually they have too much CPU. FIX SHIELD EXTENDER FITTINGS. Shield extenders belong on the suits with the most CPU and least PG, why do they take about the same PG as plates? Oh and switch kin-cats and damage mods (make kincats high slots and damage mods low slots). 2)Cloaks make you harder to see visually, dampners make you harder to see on scanners. Why do cloaks get a free dampner? Why do cloaks have no penalty? Plates effect HP, extenders effect recharge time, kincats/EWAR means sacrificing HP, Dampners sacrifice nothing. 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.
Why are you running? <^-^> (BTW read the last 25 pages)
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Garrett Blacknova
Codex Troopers
4954
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Posted - 2014.04.06 09:54:00 -
[494] - Quote
I think this is relevant. |
The-Beard
Dorsai Chaotix
143
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Posted - 2014.04.06 10:00:00 -
[495] - 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 -
[496] - 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. |
Iron Wolf Saber
Den of Swords
14136
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Posted - 2014.04.06 10:23:00 -
[497] - Quote
Garrett Blacknova wrote:I think this is relevant.
Yes it is; cross posting to threads about the subject should be allowed.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Iron Wolf Saber
Den of Swords
14136
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Posted - 2014.04.06 10:26:00 -
[498] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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The-Beard
Dorsai Chaotix
144
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Posted - 2014.04.06 10:39:00 -
[499] - 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. |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8110
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Posted - 2014.04.06 11:10:00 -
[500] - Quote
There is an interesting effect I would like to bring to the table (though it could have already been brought up, considering it's a 25 page long thread). The brighter the map is, the harder it is to detect the shimmer of a cloak.
On bright map, I can practically dance around enemies and rarely be detected. On dark maps I have to move with caution.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
98
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Posted - 2014.04.06 11:19:00 -
[501] - Quote
Why should fluxes cause decloak? They're already pretty much the most powerful and versatile grenades out there. Excellent for destroying equipment, huge radius, demolish shields, and can even help with taking down tanks. You're saying they should also decloak scouts who happen to touch the edge of the explosion? Most legitimate scouts barely have armor as it is. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
54
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Posted - 2014.04.06 12:04:00 -
[502] - Quote
TL/DR: If you have to change something change decloak speed, not fitting, charge, and definitely not profile reduction.
Having read the OP edit this is my feedback. Although I am still of the opinion that cloaks are ok, people are adapting and it is much too early to think about nerfs. Anyway:
On the table
*Cloak electronic stealth value I am strongly against changing this. Firstly it would greatly favor Caldari and Gallente scouts, arguably already more powerful than the others, especially Gallente. More importantly I feel many people do not fully understand the situation with scanning and profiles in 1.8. Speaking about non-PC matches (I haven't heard anybody having a problem with cloaks in PC but I may be wrong) the reality of the scanning changes from a scouts perspective is this:
In 1.7 my profile level was low enough to avoid all non-proto active scanners. Nobody used passive scanning at low precision so this wasn't an issue. This meant I could happily run around without being scanned the majority of the time. If the enemy started using proto scanners, I got the "you have been scanned message" and switched to a suit with 1 basic dampener rendering me invisible to proto scanners again. I was not concerned about focused scanners as they were very rare and I always felt I could just wait out the scan duration and attack during cooldowns.
Now in 1.8 the situation is more complex. I still mostly run around without dampeners. I can now avoid proto scanners by simply activating my cloak. Gallente logis with proto scanners or anybody with a focused scanner will force me into my "stealth suit" just like 1.7. Often though I will be passively scanned either by Caldari scouts or others with lots of precision mods. This will result in a number deaths without me even realising I had been scanned. If I cotton on, maybe I see a Cal scout and die unexpectedly, I will be forced into my "stealth suit". The difference is that now in 1.8 my stealth suit, instead of being safe with 1 basic dampener, now is fitted with 1 complex and 1 enhanced dampener. This is because there is no way to be sure just how good the enemy's scans are. It is entirely likely an enemy Cal scout is running a low enough precision to see through both my cloak and 1 dampener. I'm not saying it's easy for them, just that people do it because of the power of detecting cloaked scouts. So from a practical standpoint I use more dampeners now than in 1.7.
So for these reasons I don't think the cloak profile reduction should be changed. Maybe scanner arc should be increased a bit to compensate for the lack of 360 degree spins, but that's another (though related) issue.
*Cloak fitting is on the table still. -Currently the fitting seems quite balanced so I would be reluctant to mess with this.
*Cloak decloak speed. - This is a possibility. It would stop people attacking from cloak and from in front of enemies, which I can see being annoying. As I said before, the cloak does not need drastically changing, but if it needs it a slight increase in decloak to attack time may be that would be ok. This would work well with the scanning mechanics as it would increase opportunities for people to detect you with scans before you attack (i'm talking up to 1sec warning here). Also this is nice as it wouldn't have much affect on people who use the cloak purely for flanking/mobility rather than running at people head on.
*Cloak charge rate internally - I would be against this. The way the cloak has been designed is different than how many people, including me, imagined it. Long cloak duration and quick regen is important to this design. I imagined the cloak giving near total invisibility that you can use for short periods against chosen targets. This is not the way it works though. It is designed to be a nearly passive defense against people who might otherwise catch you in sight without looking for you and spoiling your attempt at flanking without any effort. The visibility reduction is not very strong meaning you still have to play stealthily whilst cloaked. This is a very clever mechanic as it doesn't render all the skill learned over the past year being stealthy useless. This means you need to be cloaked for quite a large amount of time as it is often defending you against people that you are unaware of due to distance or randomly moving so you are in their line of sight, meaning it is difficult to predict exactly when you need to be cloaked. This point is also important for the profile reduction as I have explained.
(I moved the profile effect to the top as I feel most strongly about it, incase people got bored reading the rest, lol!) |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
55
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Posted - 2014.04.06 12:14:00 -
[503] - Quote
Sorry to double post, but one more thing about the profile/scanning situation. I like it now as there are many more options and uncertainty. Before 1.8 it was easy to calculate or look up exactly what level of dampening you need. Now it is situational. Any amount of dampening is useful but not essential. I choose to go from no dampeners to 2. But equally many people might feel happy with the level of protection 1 dampener offers. There is no prescribed correct profile level. This makes the whole scanning meta game much more interesting than it was in 1.7 and I think it would be a real shame to mess it up. The cloak on/off extra dampening just adds to the interesting ewar situation. |
Scout Registry
Nos Nothi
2095
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Posted - 2014.04.06 13:53:00 -
[504] - Quote
Varoth Drac wrote:Sorry to double post, but one more thing about the profile/scanning situation. I like it now as there are many more options and uncertainty. Before 1.8 it was easy to calculate or look up exactly what level of dampening you need. Now it is situational. Any amount of dampening is useful but not essential. I choose to go from no dampeners to 2. But equally many people might feel happy with the level of protection 1 dampener offers. There is no prescribed correct profile level. This makes the whole scanning meta game much more interesting than it was in 1.7 and I think it would be a real shame to mess it up. The cloak on/off extra dampening just adds to the interesting ewar situation. Couldn't agree more. When was the last time any Scout said below 28 dB?
Remnant did an excellent job at making eWar more interesting. To be good at eWar, one must forego Slaying and/or Staying Power. This makes combat far less predictable and squads much more diverse than, say ...
Six up-armored Logi gk.0s, permascanning reds and shooting them like fish in a barrel. Rinsed and Repeated, all day every day. Slaying Power + Staying Power + eWar Supremacy ... where's the fun in that?
"I'm dying more often than I used to." - Former Slayer Logi (EZ Mode) |
Yan Darn
Science For Death
522
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Posted - 2014.04.06 14:09:00 -
[505] - Quote
After reading the OP Edit everything Varoth and Shotty said ^ (though I still think Ewar is a bit too binary, this is still a better situation than before).
I'm also glad that the broadness of the balancing issues at hand haven't escaped the attention of IWS. I'd hate to see any changes to the scout other than decloak/shoot delay and/or sprint shimmer until the broader issues have had some attention.
The Ghost of Bravo
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Iron Wolf Saber
Den of Swords
14159
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Posted - 2014.04.07 03:31:00 -
[506] - Quote
The shimmer effect under certain lighting conditions would be more of a technical fix that will involve more things than just balance.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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anaboop
NECROM0NGERS Caps and Mercs
19
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Posted - 2014.04.07 22:23:00 -
[507] - Quote
After running an anti scout/cloak suit, ive found that u get hardly any kills or wps, I think a little incentive (not sure how) would be nice and may get more people into them.
In the moment when I understand my enemy, well enough to defeat him, I also love him. And then I destroy him.
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
470
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Posted - 2014.04.07 22:46:00 -
[508] - Quote
leave cloaks as they are, they work well and changing anything will more than likly ruin them forever, They aren broken so dont wast time trying to fix them. How about you CPM get us some new game modes and maps or the rest of the racial vehicles |
Iron Wolf Saber
Den of Swords
14175
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Posted - 2014.04.08 00:04:00 -
[509] - Quote
Alabastor 'TheBlaster' Alcar wrote:leave cloaks as they are, they work well and changing anything will more than likly ruin them forever, They aren broken so dont wast time trying to fix them. How about you CPM get us some new game modes and maps or the rest of the racial vehicles
Number of threads generated a daily suggests otherwise... And the majority if I was to use such base means wants cloaks deleted.
Also I am not a game designer; nor product owner, I cannot dictate development energy.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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anaboop
NECROM0NGERS Caps and Mercs
20
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Posted - 2014.04.08 01:05:00 -
[510] - Quote
Iron Wolf Saber wrote:Alabastor 'TheBlaster' Alcar wrote:leave cloaks as they are, they work well and changing anything will more than likly ruin them forever, They aren broken so dont wast time trying to fix them. How about you CPM get us some new game modes and maps or the rest of the racial vehicles Number of threads generated a daily suggests otherwise... And the majority if I was to use such base means wants cloaks deleted. Also I am not a game designer; nor product owner, I cannot dictate development energy.
Thats cause they dont want to either skill into precisions, waste a spot for one or they dont want to get someone who is, once u can see them on the minimap they pose no threat, most of them dont even use dampeners which makes it even easier to spot them. With the decloaking, most of the time if your standing still they will get you easy, but thats the same at range if u stand still a sniper will pick u off, if you keep on the move its easy to miss that first shot which causes them to panic and gives you time to take them out.
After playing and testing them out I dont feel theres a need to change anything myself, its just lazy people want there ez mode back. Everyone is just used to stacking there mods on suits that they just dont want to use a spot for precisions or damps.
Lets see what hate I get, lol adapt or die, I did.
In the moment when I understand my enemy, well enough to defeat him, I also love him. And then I destroy him.
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