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LeGoose
SAM-MIK General Tso's Alliance
229
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Posted - 2014.04.12 03:34:00 -
[571] - Quote
Adipem Nothi wrote:Double Post, though in response to different point.
@ Scouts, Bastards, Brothers Would it be too much if the cloak's reserves were drained when its user is hit by flux grenade? I can think of any number of scenarios wherein this one change would make things more interesting, for Scout and non-Scout alike. I can think of no scenario wherein it would render neutered every Scout in an area (i.e. old Active Scanners). The measure would address specific QQ scenarios (as in IWS's point defense scenario) while creating for us a new set of challenges and Scout-hunting opportunities. Please list for me the downsides as you see them. I'd like to explore and discuss counterpoints to this specific measure. Edit: This request has been forwarded via crosslink to the Barbershop.Bastard input and opinions are warmly welcomed. o7
I think a this would be the place for an EMP grenade as LlastLlast said in the barbershop.
However, I think that a partial depletion of cloak reserves when hit with a flux grenade could be balanced until such a time that an EMP grenade is introduced. For the sake of example a flux grenade could deplete 25% of a cloaks total reserves.
This would potentially limit camping objectives as they will likely have had their cloaks activated for a prolonged period of time. It would also provide incentive to skill beyond the advanced cloak and actually use the proto cloak.
SAM-MIK Director
My Caldari scout can see your silly cloaked logi =ƒÖà
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Brokerib
Lone Wolves Club
1031
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Posted - 2014.04.12 03:59:00 -
[572] - Quote
I like the idea of the flux clearing the cloak reserve as a counter mechanic, but it would destroy Cal & Mini scouts, while having almost no effect on the armour tanking shotgun Gal scouts that are causing all the complaints.
If it could be implemented so that it clears the cloak only, leaving shields, I'm all for it. Otherwise, separate grenade needed.
Knowledge is power
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Llast 326
An Arkhos
2850
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Posted - 2014.04.12 04:13:00 -
[573] - Quote
Adipem Nothi wrote:Double Post, though in response to different point.
@ Scouts, Bastards, Brothers Would it be too much if the cloak's reserves were drained when its user is hit by flux grenade? I can think of any number of scenarios wherein this one change would make things more interesting, for Scout and non-Scout alike. I can think of no scenario wherein it would render neutered and defenseless every Scout in an area (i.e. old Active Scanners). The measure would address specific QQ scenarios (as in IWS's point defense scenario) while creating for us a new set of challenges and Scout-hunting opportunities. Please list the downsides as you see them. I'd like to explore and discuss counterpoints to this specific measure. Edit: This request has been forwarded via crosslink to the Barbershop.Bastard input and opinions are warmly welcomed. o7 The problem with a Flux grenade hampering the cloak is that it disadvantages shield based scouts (and encourages brick tanking in a way) If it eliminates shields and cloak then the majority of HP is gone for the Min and Cal scouts. I believe a better option would be to make a separate (new content *hurray*) grenade. This EMP grenade would affect Active modules shortening their timers. Standard tier would do a specific amount of "damage" to active time of a module, eliminate basic cloak, severely limit a full Advanced cloak, and Active scanners, whie doing a small amount to Active Modules for Vehicles. Advanced level would eliminate Advanced levels in infantry Actives, and moderate amount to Vehicles. Proto tier EMPs would toast Infantry actives and impact (but not eliminate) Vehicle active time.
Boom fair to Armour and Shield scouts as well as versatile to other Active timers.
KRRROOOOOOM
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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
854
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Posted - 2014.04.12 04:23:00 -
[574] - Quote
I feel like I already stated that flux should only focus on shield.... Somewhere...... Anyways its bad news IMO to have nades that effecttoo many things. Ewar nades could disrupt cloak and fuzz up radar in a 20m radius. Obviously that's a fire from the hip explanation. But my thoughts.
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Lightning xVx
R 0 N 1 N
566
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Posted - 2014.04.12 04:45:00 -
[575] - Quote
What about how the Amarr Scout isn't that good as well on the E-War aspect? Why not give a slight buff to them? |
IgniteableAura
Ancient Exiles. Dirt Nap Squad.
860
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Posted - 2014.04.12 04:55:00 -
[576] - Quote
Lightning xVx wrote:What about how the Amarr Scout isn't that good as well on the E-War aspect? Why not give a slight buff to them?
I think that's more due to lore. Amarr have no ewar capability. Bit I don't think that should stop ccp from creating a role that buffs the profile of nearby suits. Aka reduces their profile.
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Athena Sentinel
SOE Knights Templar
246
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Posted - 2014.04.12 05:50:00 -
[577] - Quote
Iron Wolf Saber wrote:Note: Edited the OP; the original can be found quoted below in other posts
*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)
Which leads us to the scout bonus or scout fitting.
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.
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.
I see no harm in fixing the glitch and possible the intended portion of the time to action decloak speed.
Cloak Charge
I would like to hear more talks about it such as 1 second cloak = 1.5 second charge or the like.
Stealthiness
Change remove cloak ability to dodge scanner: ... 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
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. All of these changes are extreme. 1 sec cloak... No scan dodge for cloak.. Harder to fit.. Longer decloak speed.. Make Minn scout suit the best.. Give hunter players a chance, You mean a chance to turn there Combat Rifle on my 300HP. So then there is no chance for the scout.
Here is the Truth.. Listen Wolf, man, I have some options for you,
1. Cloak timers are fine: its not a true cloak and your not invisible. Limit the cloak timer (Ok) make it a true cloak! or it is NERF
2. Cloak and Scouts need to dodge scan or all the modules (scan precision, Dampeners, range enhancers) go back to the useless pile. (brick tank your tiny cloak!) Changes to the Scanner - I did suggest this, but scouts should be able to dodge scanners, It should be easier for a scout to dodge a scanner then a scanner to catch a scout, by far!. Scanner are more of a squad tool now, that is cool. But you suggest no stealth ability from scanners.. and that is a bad NERF. Scanner can catch everyone. There is more use for them as a orbital add for squad members to coordinate with.
3. Making the Cloak harder to fit for the Scout is not right, as it already fits nothing. Still its the second most acceptable NERF I can see. And would promote Brick/Tank scouts to opt out of wearing a cloak. I would suggest instead giving another suit the 5% bonus ability, maybe a assault suit (for the dedicated hunter you talk about).
4. Longer Decloak, this will not save non-cloakers, but will lead to less in-your-face-decloak and more positional attacks (similar to other MMO rogues - attacking from behind is the huge bonus to win, attack from the front is weak) This is the most acceptable NERF. I would suggest a very short timer nerf and a increased sound when decloaking. Similar to other MMO rogues, they decloak makes a sound other players can hear. Adding a sound effect and small decloaking delay - should give players a chance to turn it around. A skilled scout less so, but if he decloaks our of range or misses the other player would have a chance to know he was there, even if he was out of his direct view frame. (with sound effect).
5. Please don't make Minn scouts the OP scout? Min and Amarrr don't even like to fight like that. Cal invented the Stealth Bomber, Gal and Cal do the black ops attacks more.. Its a dirtier war. Min and Amarr have enough hate, there is no hiding an attack, the mins go in guns blazing and the Amarr go in with heavy armor.. Dust should reflect that? Or have more storyline to explain why Min is #1. (you just like the name Minja ) Me to, almost went Min for that but Cal had more ability to see targets
Nerfing the cloak Nerfs the Nano knifes again (so sad).
All those NERFS... Scouts will be the same as pre 1.8
I think I have offered some good solutions, not just rage or QQ.I am a bit angry the forum QQers rule CCP. I started off killing people with my cloak and shotgun like they were clueless. In this short time that has already started to change. Better tactics in game then just players running around solo in assault or logi, hacking and using auto spray rifles. Scouts were killed very easy, and heavies were not worth the isk cost to risk to solo.
The cloak has promoted players to work together, less solo hero runners in proto suits in pubs - solo they were at risk still!. It has limited the run in solo and hack in Logi and Assault suits with no teamwork at all! just run from thing to think for points. It has limited the run into a building blind (now you throw a grenade or wait for back-up or scout to check it out)... The cloak has greatly increased the game tactics.. Far more then anything else in 1.8.... Nerf the scout this heavy and they FOTM players will just all turn to heavy brick tanks until 1.9 and we can all be forced back int assault/heavy/logi. |
Django Quik
Dust2Dust.
2837
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Posted - 2014.04.12 10:37:00 -
[578] - Quote
Having any weapon affect cloak charge will have no impact on cloaks being 'OP' (in quotes because I don't necessarily agree that they are). If you're already attacking a cloaked scout, it really doesn't matter if they're cloaked or not - the problem is when you're not attacking them, don't know they're there and they're attacking you (still cloaked).
Athena above me has the right ideas. Most of all get the decloak-insta-shoot problem fixed and most cloak issues will disappear instantly. A slightly increased decloak time and slightly less total cloak charge and slower recharge are all acceptable nerfs but only if kept slight.
I also wouldn't be totally against raising the fittings requirements a little but I don't think this will achieve that much - it's certainly preferable to lowering scouts cloak fitting bonus, which would just bring us closer to the level of other suits (specifically logis) ability to cloak.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Iron Wolf Saber
Den of Swords
14195
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Posted - 2014.04.12 11:46:00 -
[579] - Quote
Adipem Nothi wrote:Alldin Kan wrote:I just got here and all but... Iron Wolf Saber wrote:Off the table. *Cloak Charge bar being externally altered by other players. Why the **** should this not happen? By "Off the Table" I think he means cannot be implemented via HotFix. Slow Drain of reserves when under fire has been suggested. Depletion of reserves when fluxed has been suggested.
That is what exactly I meant.
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Iron Wolf Saber
Den of Swords
14195
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Posted - 2014.04.12 12:52:00 -
[580] - Quote
Athena Sentinel wrote: ...Stuff...
Nerfing the cloak Nerfs the Nano knifes again (so sad).
All those NERFS... Scouts will be the same as pre 1.8
You do realize the new slot layout and second equipment slot how immensely deadly a scout can still be if he decided to go oh say dual REs instead or RE and uplink... I mean I am sure that I am not the only pre-1.8 scout around here that had to suffer and get good with pre 1.78 scouts and being omni meant my scout suit was stuck at basic and yet I still managed on a normal match to break even on kdr. One equipment and nearly half of the module power type of nerf is what it will take to reduce the scout back to the old crooked self and that isn't happening. Combined with TTK adjustments AND new slot layouts; deleting cloaks (a highly popular option and opinion sadly) would not even remotely come close to nerfing a scout pre 1.8.
Cloak timers are not fine; I have been getting various complaints on several aspects including the prototype cloak at 80 seconds 40 to restart (which is 1 per 1) being a massive hamper in some situations and that it is far more efficient to run the basic 30 second cloak instead where recloak is at 10 (which is 1.5 seconds of cloak per 1 recharge). These complaints of course originate from users of the cloak of course the best way of solving these is getting variants in and tweaking around with it and playing with the numbers to make a short endurance combat cloak and a long endurance infiltration cloak.
Now as for the timer and why its more attractive to go after is because it is a smooth system; its not clunky cumbersome or bothersome. A forced delayed re-cloak as often suggested without additional UI work is absolutely terrible. Also I think going after the charge time is far better to purposed nerfs of zeroing out the charge at decloak forcing a 10-40 second wait to re-cloak. Also these interrupt behaviors I doubt cannot be incorporated via hotfix.
As for scanners there are other issues clouding this argument up mostly the scanners being buggy; the bottom line the scan system is far far far too binary. Needs to gain depth and dynamics. I would like to see sensors shift to a time vs strength based one instead of the current black or white system. For now if you really want to dodge all scanners you need to not only fit a cloak but damps as well with the cloak. This is something quite a few scouts I am running to on the field are NOT doing; but like I said scanners are suffering from a few issues that is muddling up the early results of the dampener effect on the cloak itself. Also who said scouts must be stealthy? There are other classes that stealth up as a defense.
As for the noise level and decloak speed I highly doubt its going to stop the cloak complaints. True fixing the bug will be nice but it will do little to stop the complaints; proof in point I recently got hate mail as a scout shotgunning a player in the back and he accused me of being associated with the likes of a cloaky donkey dog child. The problem is; this scout fit has no cloak installed but instead scan amps and damps which is nearly as effective as a cloak at times. Heck the whole shinobi event taught me anything over the course of 70+ knife kills people ARE BLIND. I should not be able to run in your front 30 degree a good 10-20 feet and stab you in the face without a shot in your response to me but I did it anyways for some of my kills.
Caldari DID NOT INVENT STEALTH BOMBERS; Duvolle Labs from the Gallente Federation did after a rival company, Cerodon, lost out the assault frigate bid to Rhoden Yards/Allotek Industries with their modified Tristans which where far too big for the job and where almost classed as a destroyer. Duvolle bought them all at bargain and converted the former drone bays into torpedo bays and the nemesis was met with high amounts of praise for the project leader that saved the company on what might have been a rather highly expensive research project. Other empires followed suit and matched the roles with their own variants. Caldari invented Electronic Attack Ships and were forced by Concord Mandate to share the technology with the other empires despite trying to claim it as a similar departure as their scorpion class battleship.
Also Nano Knife?
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Tek Hound
Crux Special Tasks Group Gallente Federation
243
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Posted - 2014.04.12 13:11:00 -
[581] - Quote
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Iron Wolf Saber
Den of Swords
14195
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Posted - 2014.04.12 13:25:00 -
[582] - Quote
And this is where a shotgun or mass driver becomes useful right about now.
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Matticus Monk
Ordus Trismegistus
1666
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Posted - 2014.04.12 18:08:00 -
[583] - Quote
Brokerib wrote:I like the idea of the flux clearing the cloak reserve as a counter mechanic, but it would destroy Cal & Mini scouts, while having almost no effect on the armour tanking shotgun Gal scouts that are causing all the complaints.
If it could be implemented so that it clears the cloak only, leaving shields, I'm all for it. Otherwise, separate grenade needed.
I agree with this...
As long as the flux field only damaged the cloak (if it was active), and left shields intact I think this would work. But I agree a better solution is a separate EMP grenade as mentioned by Broke and Llast.
I'd rather CCP tune the time to fire after switching weapons before they add any additional balance factors to the cloak. Removing the ability to fire while cloaked I am hoping would solve a lot of issues with the cloak as currently used.
Double posting like a Kaiser.
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Athena Sentinel
SOE Knights Templar
248
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Posted - 2014.04.12 18:10:00 -
[584] - Quote
Athena Sentinel wrote:Iron Wolf Saber wrote:Note: Edited the OP; the original can be found quoted below in other posts
*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)
Which leads us to the scout bonus or scout fitting.
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.
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.
I see no harm in fixing the glitch and possible the intended portion of the time to action decloak speed.
Cloak Charge
I would like to hear more talks about it such as 1 second cloak = 1.5 second charge or the like.
Stealthiness
Change remove cloak ability to dodge scanner: ... 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
Updated Op with change in discussion. All of these changes are extreme. 1 sec cloak... No scan dodge for cloak.. Harder to fit.. Longer decloak speed.. Make Minn scout suit the best.. Give hunter players a chance, You mean a chance to turn there Combat Rifle on my 300HP. So then there is no chance for the scout. Here is the Truth.. Listen Wolf, man, I have some options for you, 1. Cloak timers are fine: its not a true cloak and your not invisible. Limit the cloak timer (Ok) make it a true cloak! or it is NERF 2. Cloak and Scouts need to dodge scan or all the modules (scan precision, Dampeners, range enhancers) go back to the useless pile. (brick tank your tiny cloak!) Changes to the Scanner - I did suggest this, but scouts should be able to dodge scanners, It should be easier for a scout to dodge a scanner then a scanner to catch a scout, by far!. Scanner are more of a squad tool now, that is cool. But you suggest no stealth ability from scanners.. and that is a bad NERF. Scanner can catch everyone. There is more use for them as a orbital aid for squad members to coordinate with. 3. Making the Cloak harder to fit for the Scout is not right, as it already fits nothing. Still its the second most acceptable NERF I can see. And would promote Brick/Tank scouts to opt out of wearing a cloak. I would suggest instead giving another suit the 5% bonus ability, maybe a assault suit (for the dedicated hunter you talk about). 4. Longer Decloak, this will not save non-cloakers, but will lead to less in-your-face-decloak and more positional attacks (similar to other MMO rogues - attacking from behind is the huge bonus to win, attack from the front is weak) This is the most acceptable NERF. I would suggest a very short timer nerf and a increased sound when decloaking. Similar to other MMO rogues, they decloak makes a sound other players can hear. Adding a sound effect and small decloaking delay - should give players a chance to turn it around. A skilled scout less so, but if he decloaks our of range or misses the other player would have a chance to know he was there, even if he was out of his direct view frame. (with sound effect). 5. Please don't make Minn scouts the OP scout? Min and Amarrr don't even like to fight like that. Cal invented the Stealth Bomber, Gal and Cal do the black ops attacks more.. Its a dirtier war. Min and Amarr have enough hate, there is no hiding an attack, the mins go in guns blazing and the Amarr go in with heavy armor.. Dust should reflect that? Or have more storyline to explain why Min is #1. (you just like the name Minja ) Me to, almost went Min for that but Cal had more ability to see targets Nerfing the cloak Nerfs the Nano knifes again (so sad). All those NERFS... Scouts will be the same as pre 1.8 I think I have offered some good solutions, not just rage or QQ.I am a bit angry the forum QQers rule CCP. I started off killing people with my cloak and shotgun like they were clueless. In this short time that has already started to change. Better tactics in game then just players running around solo in assault or logi, hacking and using auto spray rifles. Scouts were killed very easy, and heavies were not worth the isk cost to risk to solo. The cloak has promoted players to work together, less solo hero runners in proto suits in pubs - solo they were at risk still!. It has limited the run in solo and hack in Logi and Assault suits with no teamwork at all! just run from thing to think for points. It has limited the run into a building blind (now you throw a grenade or wait for back-up or scout to check it out)... The cloak has greatly increased the game tactics.. Far more then anything else in 1.8.... Nerf the scout this heavy and they FOTM players will just all turn to heavy brick tanks until 1.9 and we can all be forced back int assault/heavy/logi.
Iron Wolf Saber - I hope you comment back. |
One Eyed King
Land of the BIind
1055
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Posted - 2014.04.12 18:23:00 -
[585] - Quote
For the most part, I think we are getting ahead of the game here in terms of coming up with cloak adjustments before the bugs and kinks are worked out. Cloaks are not entirely working as intended, and we should really hope CCP focuses on making those fixes before even considering the discussion.
At this point, we are all just taking shots in the dark as to how cloaks will work post bug fixes. Quite frankly, I think that adjusting the decloak issue, whether it be faster decloak or inability to use a weapon until fully decloaked, and fixing tacnet will go a long ways towards fixing any perceived problems.
Looking for the scout hangout?
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keno trader
Resheph Interstellar Strategy Gallente Federation
36
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Posted - 2014.04.12 19:00:00 -
[586] - Quote
If CCP wastes another patch fixing things, that would seriously be indicative of where this game is going --> nowhere.
We need all the content out before balancing.
1.8 --- Still getting spawntrapped by boxes.
1.8 --- Smart deployment = letting a 2 year old handle spawns.
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Iron Wolf Saber
Den of Swords
14205
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Posted - 2014.04.12 21:36:00 -
[587] - Quote
Athena Sentinel wrote:
Iron Wolf Saber - I hope you comment back.
https://forums.dust514.com/default.aspx?g=posts&m=2048231#post2048231
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Iron Wolf Saber
Den of Swords
14205
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Posted - 2014.04.12 21:37:00 -
[588] - Quote
One Eyed King wrote:For the most part, I think we are getting ahead of the game here in terms of coming up with cloak adjustments before the bugs and kinks are worked out. Cloaks are not entirely working as intended, and we should really hope CCP focuses on making those fixes before even considering the discussion.
At this point, we are all just taking shots in the dark as to how cloaks will work post bug fixes. Quite frankly, I think that adjusting the decloak issue, whether it be faster decloak or inability to use a weapon until fully decloaked, and fixing tacnet will go a long ways towards fixing any perceived problems.
Thing is though we can easily simulate the scenarios where cloaks are working as they should. So by definition none of the problems plaguing the cloak are 'game breaking'
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Adipem Nothi
Nos Nothi
146
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Posted - 2014.04.12 22:05:00 -
[589] - Quote
Iron Wolf Saber wrote: Thing is though we can easily simulate the scenarios where cloaks are working as they should. So by definition none of the problems plaguing the cloak are 'game breaking'
So ...
In Category A, we have clearly broken things like AV, Assault Bonuses, Tanks, etc. In Category B, we have make-believe broken things, namely Cloak.
Any chance CCP might focus on fixing what's clearly broken?
Bang?
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Iron Wolf Saber
Den of Swords
14211
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Posted - 2014.04.12 22:29:00 -
[590] - Quote
Adipem Nothi wrote:Iron Wolf Saber wrote: Thing is though we can easily simulate the scenarios where cloaks are working as they should. So by definition none of the problems plaguing the cloak are 'game breaking'
So ... In Category A, we have broken things like AV, Tanks, Assault Bonuses, etc. In Category B, we have make-believe broken things, namely Cloak.
More like
Category A - A problem that is so consistently broken that intended game play is unfathomable at the time until corrected. Previously Shotgun hit detection was one such topic of constant discussion that falls into this category. Problems in this category are typically unopposed to get fixed by the community. Currently Plasma Cannons are in this category considering there is an 'explosive occlusion problem that may be attributed to the serious underperformance of the weapon'. While it may be possible to get the 'as intended hit' every so often its so rare that most of us would chock it up to luck or poor fittings on the sob just nailed. The explosive occlusion problem is also hiding how OP a grenade or flux can be BUT without the effects of the fix being known pre-emptively trying to fix those is a useless effort.
Category B - A problem that can be simulated and at times observed to be in proper working order. This is typically the more difficult ones to fix because people from all angels disagree if its working or not. This is the majority of the current balance issues.
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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
870
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Posted - 2014.04.13 05:00:00 -
[591] - Quote
Iws you have confused me. What is currently working as intended on the cloak but needs balance?
But if things like flux start to drain cloak, along with weapons. I see a lot fewer people running them. Cloaks make my life a little easier, but if they get to be "more trouble", I will gladly use that second equipment slot for something that has more tangible uses.
Currently I only use cloak for its damp bonus and hacking nonobjective points.
Secondly what changes were made that made all these hit detection issues crop up. Chromosome never had these issues....or it was much more rare. I have hit detection issues with every weapon I utilize
Considering it sounds like explosions are the issue how is the mass driver not effected? Or was that the reason for its DMG buff?
The truth is these occlusion issues have been cropping up since last November. Even remotes are " less effective "
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2757
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Posted - 2014.04.13 05:15:00 -
[592] - Quote
IgniteableAura wrote:Iws you have confused me. What is currently working as intended on the cloak but needs balance?
But if things like flux start to drain cloak, along with weapons. I see a lot fewer people running them. Cloaks make my life a little easier, but if they get to be "more trouble", I will gladly use that second equipment slot for something that has more tangible uses.
Currently I only use cloak for its damp bonus and hacking nonobjective points.
Secondly what changes were made that made all these hit detection issues crop up. Chromosome never had these issues....or it was much more rare. I have hit detection issues with every weapon I utilize
Considering it sounds like explosions are the issue how is the mass driver not effected? Or was that the reason for its DMG buff?
The truth is these occlusion issues have been cropping up since last November. Even remotes are " less effective "
You're in AE, aura? This is no shot at AE but wow man....thought we go back like drive-ins and car seats :(
weRideNDie2getha since 2010
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Adipem Nothi
Nos Nothi
159
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Posted - 2014.04.13 15:12:00 -
[593] - Quote
Ydubbs81 RND wrote:
You're in AE, aura? This is no shot at AE but wow man....thought we go back like drive-ins and car seats :(
OT Alert
Iggy migrated alongside a handful of standing PHI as part of a group decision. There aren't many of us left, but those who remain wanted to pew-pew alongside guys we know. RND was the first option considered; we go way back like Megatron. OH and a couple RoFL corps were also tabled. AE had more former PHI than any other corp, so we chose AE.
Bang?
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1963
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Posted - 2014.04.13 15:25:00 -
[594] - Quote
Iron Wolf Saber wrote:Adipem Nothi wrote:Iron Wolf Saber wrote: Thing is though we can easily simulate the scenarios where cloaks are working as they should. So by definition none of the problems plaguing the cloak are 'game breaking'
So ... In Category A, we have broken things like AV, Tanks, Assault Bonuses, etc. In Category B, we have make-believe broken things, namely Cloak. More like Category A - A problem that is so consistently broken that intended game play is unfathomable at the time until corrected. Previously Shotgun hit detection was one such topic of constant discussion that falls into this category. Problems in this category are typically unopposed to get fixed by the community. Currently Plasma Cannons are in this category considering there is an 'explosive occlusion problem that may be attributed to the serious underperformance of the weapon'. While it may be possible to get the 'as intended hit' every so often its so rare that most of us would chock it up to luck or poor fittings on the sob just nailed. The explosive occlusion problem is also hiding how OP a grenade or flux can be BUT without the effects of the fix being known pre-emptively trying to fix those is a useless effort. Category B - A problem that can be simulated and at times observed to be in proper working order. This is typically the more difficult ones to fix because people from all angels disagree if its working or not. This is the majority of the current balance issues. This is news to me. Wasn't aware that there still was an occlusion problem. I thought the explosion occlusion problem was solved with the mass driver fix. Is different code handling explosions on different weapons?
I support SP rollover.
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2765
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Posted - 2014.04.13 16:05:00 -
[595] - Quote
Adipem Nothi wrote:Ydubbs81 RND wrote:
You're in AE, aura? This is no shot at AE but wow man....thought we go back like drive-ins and car seats :(
OT AlertIggy migrated alongside a handful of standing PHI as part of a group decision. There aren't many of us left, but those who remain wanted to pew-pew alongside guys we know. RND was the first option considered; we go way back like Megatron. OH and a couple RoFL corps were also tabled. AE had more former PHI than any other corp, so we chose AE.
Man, we go back further than Megatron. Coming into dust, if there was no RND, PHI would have been my destination, without thinking.
weRideNDie2getha since 2010
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
1859
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Posted - 2014.04.13 16:11:00 -
[596] - Quote
I stopped reading at the "I feel the brick tank issue is bigger" statement.
once again you prove with your own words you don't belong on the cpm....
I don't care how bicked your tank is, right now a cloaked scout with one well placed shotty burst to the head nullifies that issue and there is no counter to it....
cpm1 cant come soon enough and I will be praying to my golden cow you aren't on it.....
this game makes me sad....
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One Eyed King
Land of the BIind
1062
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Posted - 2014.04.13 19:30:00 -
[597] - Quote
Iron Wolf Saber wrote:One Eyed King wrote:For the most part, I think we are getting ahead of the game here in terms of coming up with cloak adjustments before the bugs and kinks are worked out. Cloaks are not entirely working as intended, and we should really hope CCP focuses on making those fixes before even considering the discussion.
At this point, we are all just taking shots in the dark as to how cloaks will work post bug fixes. Quite frankly, I think that adjusting the decloak issue, whether it be faster decloak or inability to use a weapon until fully decloaked, and fixing tacnet will go a long ways towards fixing any perceived problems.
Thing is though we can easily simulate the scenarios where cloaks are working as they should. So by definition none of the problems plaguing the cloak are 'game breaking'
It also appears that a lot of people are simulating ways in which the cloak is still broken, i.e. shotgunning while still visibly concealed. Since this seems to be a major concern for many of those who claim the cloak is broken or OP, especially given that CCP directly stated that those that are cloaked will not be able to fire.
I don't trust that enough of the community will appreciate that fixing this issue will go a long ways towards alleviating those instances in which they see the cloak, in which case they normally request knee jerk reactions such as eliminating the cloak entirely.
I also don't trust that those who are currently abusing the cloak have a vested interest in the scout role or playstyle such that they could care less if a nuclear nerf is dropped on the suit, again.
By truly fixing the issues first, particularly the decloaking issue, you will find fewer people abusing it and fewer people raging at the abuse, and we can move towards a better place than simply theorycrafting and hoping it all works out.
I am tired of the nerf-buff-nerf cycle.
Looking for the scout hangout?
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Iron Wolf Saber
Den of Swords
14224
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Posted - 2014.04.14 01:55:00 -
[598] - Quote
One Eyed King wrote:Iron Wolf Saber wrote:One Eyed King wrote:For the most part, I think we are getting ahead of the game here in terms of coming up with cloak adjustments before the bugs and kinks are worked out. Cloaks are not entirely working as intended, and we should really hope CCP focuses on making those fixes before even considering the discussion.
At this point, we are all just taking shots in the dark as to how cloaks will work post bug fixes. Quite frankly, I think that adjusting the decloak issue, whether it be faster decloak or inability to use a weapon until fully decloaked, and fixing tacnet will go a long ways towards fixing any perceived problems.
Thing is though we can easily simulate the scenarios where cloaks are working as they should. So by definition none of the problems plaguing the cloak are 'game breaking' It also appears that a lot of people are simulating ways in which the cloak is still broken, i.e. shotgunning while still visibly concealed. Since this seems to be a major concern for many of those who claim the cloak is broken or OP, especially given that CCP directly stated that those that are cloaked will not be able to fire. I don't trust that enough of the community will appreciate that fixing this issue will go a long ways towards alleviating those instances in which they see the cloak as OP, in which case they normally request knee jerk reactions such as eliminating the cloak entirely. I also don't trust that those who are currently abusing the cloak have a vested interest in the scout role or playstyle such that they could care less if a nuclear nerf is dropped on the suit, again. By truly fixing the issues first, particularly the decloaking issue, you will find fewer people abusing it and fewer people raging at the abuse, and we can move towards a better place than simply theorycrafting and hoping it all works out. I am tired of the nerf-buff-nerf cycle.
I am as well but its a necessary evil; what we should strive for is tweak level adjustments instead of nuke level adjustments.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Iron Wolf Saber
Den of Swords
14224
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Posted - 2014.04.14 01:56:00 -
[599] - Quote
Seymor Krelborn wrote:I stopped reading at the "I feel the brick tank issue is bigger" statement. once again you prove with your own words you don't belong on the cpm.... I don't care how bicked your tank is, right now a cloaked scout with one well placed shotty burst to the head nullifies that issue and there is no counter to it.... cpm1 cant come soon enough and I will be praying to my golden cow you aren't on it.....
I can't trust a community that doesn't read the whole conversation.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Iron Wolf Saber
Den of Swords
14228
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Posted - 2014.04.14 01:59:00 -
[600] - Quote
Vrain Matari wrote:Iron Wolf Saber wrote:Adipem Nothi wrote:Iron Wolf Saber wrote: Thing is though we can easily simulate the scenarios where cloaks are working as they should. So by definition none of the problems plaguing the cloak are 'game breaking'
So ... In Category A, we have broken things like AV, Tanks, Assault Bonuses, etc. In Category B, we have make-believe broken things, namely Cloak. More like Category A - A problem that is so consistently broken that intended game play is unfathomable at the time until corrected. Previously Shotgun hit detection was one such topic of constant discussion that falls into this category. Problems in this category are typically unopposed to get fixed by the community. Currently Plasma Cannons are in this category considering there is an 'explosive occlusion problem that may be attributed to the serious underperformance of the weapon'. While it may be possible to get the 'as intended hit' every so often its so rare that most of us would chock it up to luck or poor fittings on the sob just nailed. The explosive occlusion problem is also hiding how OP a grenade or flux can be BUT without the effects of the fix being known pre-emptively trying to fix those is a useless effort. Category B - A problem that can be simulated and at times observed to be in proper working order. This is typically the more difficult ones to fix because people from all angels disagree if its working or not. This is the majority of the current balance issues. This is news to me. Wasn't aware that there still was an occlusion problem. I thought the explosion occlusion problem was solved with the mass driver fix. Is different code handling explosions on different weapons?
All explosives are seemingly still subject to it. I don't know the logic that determines if an explosion hits you or not but its still been observed that a 2 inch hill can provide sufficient cover for equipment and even infantry at times from some of your larger explosive weapons. Which is rather odd you think the shorter ranged explosives would suffer the most.
Is explosive occlusion necessary? Yes prevents explosives from killing you while you're hiding behind walls. Last thing we need is wall shoot throughs being a bit inconsistent and not a well advertised/expected mechanic in the game.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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