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Mregomies
Beer For Evil Mercs
193
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Posted - 2014.03.28 09:05:00 -
[121] - Quote
Iron Wolf Saber wrote: *Cloaks are a bit hard to spot
I am a slight disagreement with this, a moving scout can be spotted quite a bit far away (my longest spotting is about 90 meters out) it is just difficult for me on controller to put fire on them.
Actually it is quite easy to shoot cloaked mercs with sniper rifle. My personal best is 578m with Thale's in Bridge domination map. I use cloak with ck.0 scout when using REmotes at objektive. imo that cloak is balanced after those "cloaked knife kills" will be fixwd
Suomi, Finland, PERKELE!
Logibro
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Iron Wolf Saber
Den of Swords
13843
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Posted - 2014.03.28 09:07:00 -
[122] - Quote
Mregomies wrote:Iron Wolf Saber wrote: *Cloaks are a bit hard to spot
I am a slight disagreement with this, a moving scout can be spotted quite a bit far away (my longest spotting is about 90 meters out) it is just difficult for me on controller to put fire on them.
Actually it is quite easy to shoot cloaked mercs with sniper rifle. My personal best is 578m with Thale's in Bridge domination map. I use cloak with ck.0 scout when using REmotes at objektive. imo that cloak is balanced after those "cloaked knife kills" will be fixwd
Wasn't using a sniper though. 100 meters is pretty for no ads.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Kovinis Sparagas
Bullet Cluster
199
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Posted - 2014.03.28 09:13:00 -
[123] - Quote
Iron Wolf Saber wrote: *Cloaks are a bit hard to spot
I am a slight disagreement with this, a moving scout can be spotted quite a bit far away (my longest spotting is about 90 meters out) it is just difficult for me on controller to put fire on them.
I was sniped wile been CLOAKED! So I think it is good there it is.
P.S. I don't thin anything should effect cloaking time like flux granade damage
I support BPO removal;
RDV to take your vehicles back;
and racial weapons on starter fits
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ryo sayo mio
Nyain Chan
77
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Posted - 2014.03.28 09:26:00 -
[124] - Quote
why is this game becoming easy mode? first AA than scanners aka wall hack and now cloaks |
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
937
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Posted - 2014.03.28 09:36:00 -
[125] - Quote
Iron Wolf Saber wrote:Paran Tadec wrote:I have found some issues. Naturally, those without gun game will complain about any changes to cloak.
However, I have proposed a few changes that should make cloak more balanced/skill based:
1. Either fix the decloaking animation to be faster, or add a delay on offensive capabilities other than hacking. ie, you have to fully decloak to fire. This is striaght from Eve. Allow the time to fire to decrease per level. this doesnt seem to bad
2. Lower the stupidly high uptime of the cloak and add a mandatory downtime. Such that, you can just one shot someone from behind and cloak, repeat, and take on multiple people. It'll force scout to chose targets smarter. Again, depending on SP investment, this can be lowered per level. i say make it a solid 35-40 seconds and increase the cooldown and give scouts a bonus to lower that cooldown
3. Heavily increase the fitting reqs for cloaks and give scouts a bonus that only allows them to fit them. Cloaks in Dust are essentially covert ops cloaks from Eve. Other cloaks in eve dont allow you to move very fast at all. increasing pg to 40 and cpu to 175 and making the scout bonus 20-25% reduction in pg/cpu and a small bonus to claok cooldown
4. Decloak mandatory on flux. Cloak field shimmer on taking damage from other weapons. i think the flux should take only 1/4 or half of the timer depending on where its at and dmg only reduces it at a time
Do this and cloak will still be powerful and fun. I could work with these.
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Umma Kabula
Hitchhiker's Guide to the Galaxy
7
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Posted - 2014.03.28 10:06:00 -
[126] - Quote
Sorry for bed inglish, not my first language XD
IMHO, cloack as it is now isn't working as intended. I thought it should have helped me more bypassing walls of enemies undetected in order to take a tactical advantage than in killing randoms... I thought the cloack should have been something with REALLY HUGE needs of cpu/pg. But I can fit pretty much all I want even with that. I shouldn't be able to be tanked and cloacked at the same time. I think this is a little too much.
I don't like the mechanics.. I'd like something more focused on infiltration/evasion. As it is now, It is too easy to take advantage of A RANDOM (just don't approach him 30 meters far when he's looking in your direction and he will be dead). At the same time, it's not that useful vs ORGANIZED SQUADS. Enemies will easily spot you if you're moving. 1 enemy spots you, 6 guys comin'... Actually, I have to do exactly what i had to do before the cloack came in. Moving from cover to cover. It definitely helps me in doing that. i get noticed a lot less by "randoms". And it feels like I'm completely invisible if the enemy is focused on something else. but it doesn't open new tactical windows (like it was before the cloak, I just need less accuracy in doing that)
I'd like a change in the mechanics. Or maybe just a variant of the cloack. Something that keeps you invisible even if you're sprinting. Or even better ONLY if you're sprinting (you wanna be invisible? run cardio instead of tanking). Give it ENORMOUS fitting costs (just basic weapons and modules with that) and a lot shorter cloacking time (10s at basic? maybe a little more?) mixed with higher regen time and higher delay after decloacking. Like this, you have ridicolous offensive/defensive capabilities but a great tactical advantage.
For example: one objective is full of enemies, the squad has difficulties in breaking those defences.. I cloack myself, run in at the best moment (even if you're completely invisible, enemies crosshairs will still become red), bypass them, get to a nice point, de-cloack, flux other squad's uplinks, put down mine, re-cloack and run away.
Situation 2: a enemy spots me. With current cloack i have to stay still in order to get that invisibility. With that variant i can cloack myself for about 10 secs.. just the time to run away and find a cover. You wouldn't be perma-cloaked, you have to think more on when to use that.
No kill exploitation, just a great tactical advantage. I think this would give a more defined role to the cloack.
If you want a more "powerful" scout, run a fit without a cloack (like I'm doing... i can use a wyirkomi injector and still run a lot of complex mods XD
thnx for all the fish!
Umma Kabula, Wolfgang Tee Funk, Il Gallo Cedrone. Sono uno e trino.
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The Robot Devil
Sinq Laison Gendarmes Gallente Federation
2207
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Posted - 2014.03.28 10:55:00 -
[127] - Quote
Cotsy8 wrote: Why doesn't flux nades remove cloaking? Its electronic, it would make sense that it would remove cloaking and prevent re-cloaking until "x" amount of time.
Based on that rational dropsuits should stop moving, armor repairers should stop repping, extenders and dampeners should stop working and anything that uses CPU should shut down or be destroyed.
So far the cloaks seem to be in the right spot and the problems that most have are bugs and the light frame's ability to have a large tank. Maybe dial back the amount of tank a light frame can have, light frames should be able to brick tank but if they tank as well as or better than a medium then the tank aspect of the suit is the problem not the cloak.
I am afraid that if flux did disrupt cloaks then we would see too much flux spam and then QQ for a flux nerf. I would totally go for a decloaking grenade or nanohive type piece of equipment that allows a merc or squad to protect themselves or an area against cloaky mercs. I think adding things to the game that give the average player a way to hard counter a cloak, I know there are counters now, but requires them sacrifice something to do so. I will always be for adding things to the game instead of nerfing something that some players just don't like.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
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Floyd20 Azizora
L.O.T.I.S. D.E.F.I.A.N.C.E
42
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Posted - 2014.03.28 11:03:00 -
[128] - Quote
fix bugs and glitches, wait 2 weeks for people to get bored of them and move on. then we can see if anything needs to be done. i will point out that basic plates are better then complex shield extenders in almost every possible way (about 16% cpu, 9% PG, very small penalty, 20 more hp) |
BAD FURRY
SVER True Blood General Tso's Alliance
698
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Posted - 2014.03.28 11:18:00 -
[129] - Quote
Iron Wolf Saber wrote:Couple dozen threads an hour is making it hard for me to keep up with so here's where I am garnering so far.
*Cloaks have glitches associated with them which leads to invisible weapon usage and vehicles
I will agree these need to be fixed.
*Cloaks are a bit hard to spot
I am a slight disagreement with this, a moving scout can be spotted quite a bit far away (my longest spotting is about 90 meters out) it is just difficult for me on controller to put fire on them.
*Cloaks persist too well through damage or flux
I agree but a full disruption punishes pure blind luck of stray shots that can happen as well. I rather see a few tweaks instead such as cloak timer draining because of damage and longer lasting cloak scattering because of damage.
As for flux, I would like to see a massive chuck eaten out of the timer with it (scaled to the flux damage maybe?)
*Cloak Noise
Maybe for self sound its a bit too loud and out of balance but as a third person its balanced.
*Decloak to weapon swap speed
Seems a bit fast for my own tastes but we don't need to bring this far too high it becomes a frustration and cumbersome and ruin the edge of a surprise attack. 2.5 sec max and lets try it 0.5 increments at a time.
*Cloak timer at prototype
80 seconds is an eternity waiting for it to recharge. I think a second variant of cloaks is warranted, something with 30 second timer across all tiers and faster cooldown efficiency.
*Cloaked hacking
I see no problems currently with this.
*Brick Tanked Cloakers
There is a problem but not sure how best to deal with it outside of ramping up cloak fitting more which means either increasing the fit cost of the cloak or decreasing scout innate bonus. While we could go after the tanking modules themselves that's going to effect ALL classes and that would get more messy than needed.
=Anything else did I miss?= Will update points and discussion if new things are brought to my attention. I know with the 1.8 patch then 1.8 hotfix this week and the follow up tonight and possibly more on the way lots of crap flying around and my time is split between paying attention to you guys and working with fanfest build. My opinion on cloaks right now is not hardline and easily subject to change which is why I am striking up this conversation.
OT posts will not be tolerated. I know vehicle rebalancing just hit but I feel that there hasn't been enough time to adapt around it yet to see if more follow ups are needed or if they went overboard.
As for Assaults there are discussions on how to buff them but the development team isn't ready to share them yet. Other balance issues are on the fire still but rather focus on this before we get too far away from 1.8 hotfix mood and far too deep into the next patch cycle.
Cloaks have glitches associated with them which leads to invisible weapon usage and vehicles weapons yes ! vehicles no only vehicles bug id the rendering glitch and that been here its passed the mark of 690 m
*Cloaks are a bit hard to spot dum dum dum dum dum ! yep its why its called a cloak ! 2nd when moving you can still be seen if your cloaked if been seeing them even 500 + away with my sniper and have kill 2 so far hard but not to hard .
*Cloaks persist too well through damage or flux not true iv shot at and flux cloaks iv had the same done to me plus you can see if your hitting something not just by the red X but the fact you can see blood or shield flicks when hitting the cloaked player . how ever i dont think just because your hit your cloak should drop but it should reduce the time you have left being cloaked like 2 - 4% of max time per hit.
*Cloak Noise its fine in fact keep it i want to see skill in the use of cloaks yes you cant here well guest what they cant see you well its a trade off !
*Decloak to weapon swap speed is fine how it is but if you pull your weapon there should be a cool down timer for 3 secs be for going re-cloaking but when it comes to firing i dont think we need a timer on de-cloaking to firing its fine how it is. i rely dont see how me being cloaked and then de-cloaking as im pulling my gun out and unloading is too fast here but the de-cloaking when using a weapon should have a cool down be for you can re-cloak .
*Cloak timer at prototype 80 is fine a good cloak-er knows when and when not to run the cloaks timer past 50% and even then its only fair i dont think you should spend the every moment in game cloaked the long cool down is the trade off and avd or pro i don't see any way to Q over the cool down. avd gots less run time but faster cool down fair pro longer run time longer cool down fair .
*Cloaked hacking if your crying over this there's the door ! *DOOR* look to some it up if your point is being hacked and you cant see the guy uses 1 or 2 nads to the point or RE to remove the hacker !
*Brick Tanked Cloakers if that's the case just make it ezer to pick up hp mods on scan .
=Anything else did I miss?= nope but why the hell is armor Nerfed and not shields ?
Yes i am a Undead Hell Wolf ... nice to meat you!
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Reav Hannari
Red Rock Outriders
3509
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Posted - 2014.03.28 11:38:00 -
[130] - Quote
I skipped the last few pages but adding my opinion anyway.
The question was about cloaks but quickly turned to fitting HP buffer modules and I agree that is the majority of the issue here.
The time from decloak to attack is too quick. The animation hasn't completed before the attacker has fully engaged. I like the idea of slowly tweaking this upwards.
Flux being a hard counter to cloaking is a good idea and I run cloaks.
I would like to see HP buffer modules changed to a percentage instead of a hard value. Sentinels will benefit more and scouts less from the same module.
I'd like to see shield extenders drawback changed to increased scan profile and remove the recharge delay.
I'd like to see armor plates have an increased speed penalty again.
Fitting HP recovery modules should always have lower fitting reqs to buffer modules to discourage brick tanking. The ferroscale and reactive plates should have easier fitting reqs than the regular plates.
Finally, fix it so that the Minmatar are the fast recovery race. We have the worst defenses of all the suits and need to be good at one thing. Just drop the shield recharge delays across all Minmatar suits to be faster than the Caladari.
Bitter Vet // QA: Learn It, Love It, Do It // @ReesNoturana
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Paran Tadec
The Hetairoi
2095
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Posted - 2014.03.28 11:44:00 -
[131] - Quote
mollerz wrote:Fix the glitches. also, why should we go deaf when we have one on? I think it is a cute gimmick, but it's lame and disorienting to lose a sense of hearing. Why would that even happen? Also, the shimmer should be commensurate with your speed.
Once they are fixed, let's talk about changes.
First of all, you can not instantly shoot when you decloak. There is already about a second and a half delay when you switch to a weapon. The stamina like functionality is what makes it useful It is the perfect compromise to not being about to hold a weapon or equipment. This was a smart and elegant compromise, and it works. To have a cool down would mean you couldn't multi-task, and that would be annoying. Scouts are all about multi tasking.
Second, the timers are good. basic is 30s, ADV 60s, proto 80s. Not forever, and just enough to be tactically used. Basic cloak is garbage. Proto is too expensive to fit CPU/PG wise- but you can do it with some sacrifice.
Damage shouldn't screw with it at all. Presumably it is hardened underneath your shield and armor.
I could see a flux taking down a cloak outright based on tier- basic flux kills basic cloak, adv to adv, proto to proto. A basic flux shouldn't take out an ADV or proto cloak and so on.
Cloaks are not impossible to see or spot even at a long distance. Also, your reticle turns red as you sweep across an area. Once people figure this out, the QQ won't be as unfounded. Same goes for scrubs knifing and shooting and tossing REs while cloaked.
The fitting is good right now. Any more severe and it will be useless. As it is now, I can't speed tank and stealth tank my typical fit, It is one or the other.
A lot of this QQ is just for the QQ of it. Cotsy is particularly mock poutraging. Same for paradin(sp?). Both are the champions of nerfing it, yet it is woefully apparent their information is not based on personal usage, misunderstanding mechanics of it, and just missing the old glory days of the UP scout. Knifing, for example, outside of the glitch users, is much more difficult to pull off than shotgunning. I;d rather use knives, but they just aren't as viable.
It's a two fold comeuppance- first, we have competitive suits and EWAR- no one is used to it, and people's K/Ds are making them feel it. They need to adapt. The second part of that is scouts had to deal with UP suits for so long we are now like monsters with the new suits. or most. I am trying to **** around and try shotguns out again.. yikes! one good day and I was in la la land.. now the reality is setting in. so i'm not in beast mode yet, but i will be once I get my suits just right.
LOL, Ive played with cloak to check it out. Taking out 200k+isk pro logi suits with ohk shotgun before I can fully decloak. Its easy mode. YOU DONT NEED EASY MODE. These changes will make good scouts good, fotm scouts will be bad.
Bittervet Proficiency V
thanks logibro!
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Paran Tadec
The Hetairoi
2095
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Posted - 2014.03.28 11:47:00 -
[132] - Quote
Reav Hannari wrote:
Finally, fix it so that the Minmatar are the fast recovery race. We have the worst defenses of all the suits and need to be good at one thing. Just drop the shield recharge delays across all Minmatar suits to be faster than the Caladari.
Have been saying this for a long time. And I still spec into min suits every time.
Bittervet Proficiency V
thanks logibro!
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Mikey The Bandaid
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
202
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Posted - 2014.03.28 11:59:00 -
[133] - Quote
I dint see this idea yet in your OP...
My thoughts on a way to balance the cloak is to have it to go into cooldown after you decloak. Being able to decloak and instantly being able to cloak again if you miss your shot/shots is a little ridiculous. I'm fine with the hacking and sprinting while being cloaked, I'm also ok with damage not forcing you to decloak but there has to be something that prevents perma cloak lol. |
BlackWinter RND
Ahrendee Mercenaries
79
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Posted - 2014.03.28 12:40:00 -
[134] - Quote
A big part of the problem to me right now is the spam of the cloak. I have one point into cloaks and that's all I plan on putting into them. I currently run de cloak and kill, and then re cloak and repeat. There's really no necessity to go higher. Cloaking right now is labeled as a piece of equipment but isn't treated as such. It shouldn't get special treatment. Like other pieces of equipment give it a set number of uses before it disables completely. This would make investing in it worth while since higher tiers would get more uses along with duration, and also kill them spam of it. Make scouts pick and choose when to cloak and be smart about the use of it. As of this moment it's kinda of like having droplinks with infinite spawns or nanohives that never run out of ammo or reps. I also think if you mange to hit a scout with a flux grenade it should destroy his cloak just like any other piece of equipment.
All Cal Everything!
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Korvin Lomont
United Pwnage Service RISE of LEGION
853
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Posted - 2014.03.28 12:42:00 -
[135] - Quote
BlackWinter RND wrote:A big part of the problem to me right now is the spam of the cloak. I have one point into cloaks and that's all I plan on putting into them. I currently run de cloak and kill, and then re cloak and repeat. There's really no necessity to go higher. Cloaking right now is labeled as a piece of equipment but isn't treated as such. It shouldn't get special treatment. Like other pieces of equipment give it a set number of uses before it disables completely. This would make investing in it worth while since higher tiers would get more uses along with duration, and kill them spam of it. As of this moment it's kinda of like having droplinks with infinite spawns or nanohives that never run out of ammo or reps. I also think if you mange to hit a scout with a flux grenade it should destroy his cloak just like any other piece of equipment.
Scanner and reptool are equipment as well, and the cloak is pretty close to the scanner in how it works...maybe increasing the cooldown but make the skill give a bonus to cooldown could work... |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1890
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Posted - 2014.03.28 12:50:00 -
[136] - Quote
Iron Wolf Saber wrote:Mregomies wrote:Iron Wolf Saber wrote: *Cloaks are a bit hard to spot
I am a slight disagreement with this, a moving scout can be spotted quite a bit far away (my longest spotting is about 90 meters out) it is just difficult for me on controller to put fire on them.
Actually it is quite easy to shoot cloaked mercs with sniper rifle. My personal best is 578m with Thale's in Bridge domination map. I use cloak with ck.0 scout when using REmotes at objektive. imo that cloak is balanced after those "cloaked knife kills" will be fixwd Wasn't using a sniper though. 100 meters is pretty for no ads. It's hard to shoot with non-sniper weapons at 100m because our core aiming controls are poorly implemented. Aim Assist does not operate at that range and DUST's DS3 implementation is twitchy at low deflection. You can feel the same thing in Borderlands 2 with AA off at low deflection.
Prolly comes from using stock Unreal 3 tools to implement DS3 aiming.
By way of comparision, the twitchiness is not there in Bioshock Infinite, which is also Unreal 3.
My own personal measure of excellence for DS3 controls on the PS3 is Metro Last Light: those guys do beautiful work.
I support SP rollover.
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Canari Elphus
Dirt Nap Squad.
1286
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Posted - 2014.03.28 12:53:00 -
[137] - Quote
I have been playing as a gal scout since 1.8 dropped and here is what I think about cloaks as far as balance goes (assuming all reported glitches are fixed)
- I am in favor of a flux depleting cloak timer or completely based on the meta of the flux grenade. It should be something along the lines of 50% or more for even level meta - I think that the current brick tanking trade off is fine with scouts if the flux decloak is introduced. It would then be about fight or flight for the scout based upon their desired lows.
Canari Elphus for CPM1
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Canari Elphus
Dirt Nap Squad.
1286
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Posted - 2014.03.28 12:56:00 -
[138] - Quote
BlackWinter RND wrote:A big part of the problem to me right now is the spam of the cloak. I have one point into cloaks and that's all I plan on putting into them. I currently run de cloak and kill, and then re cloak and repeat. There's really no necessity to go higher. Cloaking right now is labeled as a piece of equipment but isn't treated as such. It shouldn't get special treatment. Like other pieces of equipment give it a set number of uses before it disables completely. This would make investing in it worth while since higher tiers would get more uses along with duration, and also kill them spam of it. Make scouts pick and choose when to cloak and be smart about the use of it. As of this moment it's kinda of like having droplinks with infinite spawns or nanohives that never run out of ammo or reps. I also think if you mange to hit a scout with a flux grenade it should destroy his cloak just like any other piece of equipment.
The cloak is more classified as an 'active module' than a piece of deployable equipment. As stated, it falls under the same category as the active scanner, repair tool or nanite injector. I do agree that a flux should knock out its functionality though which would require to wait for cooldown.
Canari Elphus for CPM1
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Krad Gunnerson
The Jita Martyr's Brigade
18
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Posted - 2014.03.28 13:03:00 -
[139] - Quote
Just saw this thread so I will post what I put in another thread of my own here. To stop brick tanking the cloaking device when equipped should give a -25% to damage resistance, meaning people shooting at you are dealing 25% more damage. When the cloaking device is activated you get -50% damage resistance, meaning the person shooting at you gets 50% more damage.
This both prevents brick tanking clockers and give a reward to those who shoot is while cloaked. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
1215
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Posted - 2014.03.28 13:17:00 -
[140] - Quote
Krad Gunnerson wrote:Just saw this thread so I will post what I put in another thread of my own here. To stop brick tanking the cloaking device when equipped should give a -25% to damage resistance, meaning people shooting at you are dealing 25% more damage. When the cloaking device is activated you get -50% damage resistance, meaning the person shooting at you gets 50% more damage.
This both prevents brick tanking clockers and give a reward to those who shoot is while cloaked.
Uh, what? If anything that would encourage more people to brick tank, since cloaking without doing so means you'd die at a sneeze. My E-WAR cloak fits typically have 300-400 EHP, so you're halving that to 150-200 EHP when I am cloaked? How does that make sense?
I think the only real change needed to the cloak is removing the ability to perform "decloak" actions other than pushing the FIRE button. So no more switching weapons then shooting, throwing grenades, or melee-ing to deactivate the cloak, allowing you to perform said actions while the cloak is still wearing off.
This means that if you decloak in front of someone with the intent of shooting him in the face, he will see you materialize before you get the shot off. You would need to manually decloak then use the quick-switch and fire. Therefore the only "surprise" attacks you could consistently win are those done from the back, which is how a scout should work. |
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Krom Ganesh
Nos Nothi
1469
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Posted - 2014.03.28 13:18:00 -
[141] - Quote
Iron Wolf Saber wrote:*Brick Tanked Cloakers
There is a problem but not sure how best to deal with it outside of ramping up cloak fitting more which means either increasing the fit cost of the cloak or decreasing scout innate bonus. While we could go after the tanking modules themselves that's going to effect ALL classes and that would get more messy than needed.
Is the problem really that someone using the cloak is brick tanked? Or is it just brick tanking in general?
There is absolutely no downside to brick tanking at the moment and has been a staple method of combat for some time now. What needs to be done before any premature modification of scouts or the cloak is to add some downside to brick tanking.
How about adding penalties for fitting both shield extenders and armor plates? For example, using both tank mods causes decreased shield regen and some other penalty to the effectiveness of the armor plates. Nothing too big, but enough for brick tanking to actually have a disadvantage. This shouldn't be applicable to heavies though (and perhaps reduced on matari suits since they are the dual tanking race). |
Gauder Berwyck
Deadly Blue Dots
327
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Posted - 2014.03.28 13:25:00 -
[142] - Quote
Brick Tanking - Logically, brick tanking shouldn't affect scanning. A metal plate with a current running through it should show up less on a scanner than the shields, in my opinion. But, shields are under powered compared to armour, so another nail in the coffin for the shields if they do it like that.
Shimmer when cloaked - Nearly spot on, but it needs just a TAD more shimmer. Not too much though, or cloaks risk getting under powered quickly.
I am fine with the cloak as it is, I can overcome it. But yeah, just a hint of more shimmer would be nice. |
Yan Darn
Science For Death
423
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Posted - 2014.03.28 14:20:00 -
[143] - Quote
Sana Rayya wrote:Krad Gunnerson wrote:Just saw this thread so I will post what I put in another thread of my own here. To stop brick tanking the cloaking device when equipped should give a -25% to damage resistance, meaning people shooting at you are dealing 25% more damage. When the cloaking device is activated you get -50% damage resistance, meaning the person shooting at you gets 50% more damage.
This both prevents brick tanking clockers and give a reward to those who shoot is while cloaked. Uh, what? If anything that would encourage more people to brick tank, since cloaking without doing so means you'd die at a sneeze. My E-WAR cloak fits typically have 300-400 EHP, so you're halving that to 150-200 EHP when I am cloaked? How does that make sense? I think the only real change needed to the cloak is removing the ability to perform "decloak" actions other than pushing the FIRE button. So no more switching weapons then shooting, throwing grenades, or melee-ing to deactivate the cloak, allowing you to perform said actions while the cloak is still wearing off. This means that if you decloak in front of someone with the intent of shooting him in the face, he will see you materialize before you get the shot off. You would need to manually decloak then use the quick-switch and fire. Therefore the only "surprise" attacks you could consistently win are those done from the back, which is how a scout should work.
This is the simplest and most effective solution I've seen. Adding a specific timer seems uneccesary when there is already a delay when you manually deactivate.
On that note. Is it possible to have a 'shortcut' activation like injectors? The problem I have in trying to use them defensively is that it's finicky to actually switch to (I'm sure logis are right now...).
Manual deactivation and hot key activation would make it more like a smoke bomb in practice. Which I think is closer to what everyone wants than the current assassination cloak...
The Ghost of Bravo
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NAV HIV
The Generals General Tso's Alliance
1271
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Posted - 2014.03.28 14:28:00 -
[144] - Quote
Iron Wolf Saber wrote:Couple dozen threads an hour is making it hard for me to keep up with so here's where I am garnering so far.
*Cloaks have glitches associated with them which leads to invisible weapon usage and vehicles
I will agree these need to be fixed.
*Cloaks are a bit hard to spot
I am a slight disagreement with this, a moving scout can be spotted quite a bit far away (my longest spotting is about 90 meters out) it is just difficult for me on controller to put fire on them.
*Cloaks persist too well through damage or flux
I agree but a full disruption punishes pure blind luck of stray shots that can happen as well. I rather see a few tweaks instead such as cloak timer draining because of damage and longer lasting cloak scattering because of damage.
As for flux, I would like to see a massive chuck eaten out of the timer with it (scaled to the flux damage maybe?)
*Cloak Noise
Maybe for self sound its a bit too loud and out of balance but as a third person its balanced.
*Decloak to weapon swap speed
Seems a bit fast for my own tastes but we don't need to bring this far too high it becomes a frustration and cumbersome and ruin the edge of a surprise attack. 2.5 sec max and lets try it 0.5 increments at a time.
*Cloak timer at prototype
80 seconds is an eternity waiting for it to recharge. I think a second variant of cloaks is warranted, something with 30 second timer across all tiers and faster cooldown efficiency.
*Cloaked hacking
I see no problems currently with this.
*Brick Tanked Cloakers
There is a problem but not sure how best to deal with it outside of ramping up cloak fitting more which means either increasing the fit cost of the cloak or decreasing scout innate bonus. While we could go after the tanking modules themselves that's going to effect ALL classes and that would get more messy than needed.
=Anything else did I miss?= Will update points and discussion if new things are brought to my attention. I know with the 1.8 patch then 1.8 hotfix this week and the follow up tonight and possibly more on the way lots of crap flying around and my time is split between paying attention to you guys and working with fanfest build. My opinion on cloaks right now is not hardline and easily subject to change which is why I am striking up this conversation.
OT posts will not be tolerated. I know vehicle rebalancing just hit but I feel that there hasn't been enough time to adapt around it yet to see if more follow ups are needed or if they went overboard.
As for Assaults there are discussions on how to buff them but the development team isn't ready to share them yet. Other balance issues are on the fire still but rather focus on this before we get too far away from 1.8 hotfix mood and far too deep into the next patch cycle.
Cloaking is great when it is working as intended... Currently the bugs and glitches are making it a bit annoying...
- Fix the bug where it allows a cloaked scout to fire/swap weapon while remaining cloaked... This should fix the sudden death by Cloaked scout
- Brick tanking is personal choice i believe... Can't do it in a Cal scout and min scout, High slots are much more useful with the Precision Enhancer.Low slot are used mostly for speed and dampening... It's the Gal scout that allows the brick tanking.. Trying to fix that by fixing Modules would punish every other suit... May be give gal scout a armor plate stacking penalty or something
- Cloak Noise = it's alright
- Cloaked hacking = it's kinda the purpose of cloaking
- Cloaks are not that hard to notice if a player is focused
Besides, once people know i'm there, i usually get mowed down very easily... Have about 400+ EHP on proto scout. So it's not very difficult to kill it... |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
35
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Posted - 2014.03.28 14:33:00 -
[145] - Quote
Cloaks are nowhere near as powerful as I thought they would be and as a result I think they are quite balanced. Initially I used one assuming I would be able to move past people's field of vision without being spotted, but it doesn't work like that and I died a lot. I have discovered I need to play the same way I did in 1.7 but with the cloak activated I am less likely to be spotted at a distance in someone's peripheral vision. Somebody glancing in my direction as I am moving round at a distance for a flank or between objectives won't get the red dot on the radar like before so probably won't see me.
I still have to attack people from the rear as before, so really the cloak hasn't had much affect on my chances of success in an engagement, I still need to "play smart". At the moment I am doing worse with my scout than in 1.7, though I suspect that will change when i'm more used to things.
Regarding "brick tanking" and scout suits, the problem may be that Gallente scouts get effectively 3 free low slot modules, freeing up space for plates. If a Gallente scout had to fit a repper, a range amplifier and a profile dampener they couldn't fit 850 odd hp. I'm not saying remove all their bonuses, maybe swap the dampening one for ion pistol damage or something. Probably too late for that though. I don't think Caldari are too bad since their bonuses are split between high and low slots and are mainly for countering scouts anyway. |
Krom Ganesh
Nos Nothi
1471
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Posted - 2014.03.28 14:34:00 -
[146] - Quote
Yan Darn wrote:On that note. Is it possible to have a 'shortcut' activation like injectors? The problem I have in trying to use them defensively is that it's finicky to actually switch to (I'm sure logis are
This would be so nice to have but let it benefit everyone.
Let us change what the up and down D-pad buttons do. If I can set them to switch to a specific equipment slot, the equipment wheel would be far less of an annoyance. |
pseudosnipre
Fatal Absolution Negative-Feedback
650
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Posted - 2014.03.28 14:37:00 -
[147] - Quote
I run no dampening and have yet to be scanned, which leads me to the conclusion that NOBODY is running proto scans. Everyone just skilled into proto scout and the playerbase is still trying to use adv scans to counter them...
Today is the sort of day where the sun only comes up to humiliate you.
BitterVet the turkey says GOML GOML GOML
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Monkey MAC
Rough Riders..
2283
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Posted - 2014.03.28 14:37:00 -
[148] - Quote
Personally I think the noise is a little too quiet. As for weapon switching you could also
Decloak faster, or expend energy if firing before the cloak finishes decloaking. So you have to voluntarily wait for the cloak to finish or risk not being able to cloak up again for a long time.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
35
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Posted - 2014.03.28 14:41:00 -
[149] - Quote
I quite like the idea of flux grenades disabling cloaks. Can't imagine it having much real effect on the game but it's a nice idea and would be great if it appeases some of the QQ.
In general I think it's probably best to wait and see what changes will be made to assault suits and scanners (if any) before making changes to scouts/cloaks. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
1222
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Posted - 2014.03.28 14:43:00 -
[150] - Quote
Varoth Drac wrote:I quite like the idea of flux grenade disabling cloaks. Can't imagine it having much real effect on the game but it's a nice idea and would be great if it appeases some of the QQ.
In general I think it's probably best to wait and see what changes will be made to assault suits and scanners (if any) before making changes to scouts/cloaks.
Honestly I've been tagged by a flux maybe once while cloaked? I think it's just for the paranoid people who flux null cannons thinking that cloaked scouts are hiding inside. |
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