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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
724
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Posted - 2014.03.28 15:10:00 -
[151] - Quote
Iron Wolf Saber wrote:Ares 514 wrote:
Yes, so why is the CPM finally paying attention to this, a minor imbalance at best, while leaving other far larger issues broken for so long? This is an issue for me.
FYI, CR was reduced with other weapons but it still needs fixing since it was the most OP of them all. The armour shield % are imbalanced relative to other weapons.
You can blame takario from red star why I would like to avoid talking about vehicles in general. Most other issues have been talked about just pending action now. Also like I said the devs are in a hot fixing mood might be able to get something squeezed in before we have to wait until next code patch (which nobody has any idea when that will be) So I don't want the new toys with problems to be old toys with long standing problems come around next code integration. As for generally about cloaks They're pretty balanced mechanic wise, slightly imperfect but pretty close to it. While this cloak is most similar to planetside 2's I find ours a bit more balanced than theirs consider our scouts CAN have shotguns and thiers can't. Meta wise they seem broken. I find it okay for a commando to be cloaking but scouts who fit it are nearly as unhampered by it as a scout who does not cloak the only thing they give up is 1 equipment slot and to a scout that is non issue as the cloak replaces a large number of equipment in its own way. There are rough spots overall just wondering which ones need to be polished up a bit where a simple half second change can literally destroy the cloak or make it op. So this has to be delicate. My opinion overall at this very moment about cloaks is quite malleable; I don't have any real hard lines to not cross right now outside of just being a bit too outrageous on the idea.
Well I hope next time you can harass CCP with issues that are so broken they frustrate the player base day after day. Now to cloaks, IMO I think their okay. If you really want to make fluxes decloack people I'm fine with it, don't think it's that necessary though.
With regards to the scout not sacrificing much CPU/PG for a cloak I really disagree. It takes a decent amount equal to other equipment for everyone else and we sacrifice our role bonus. Logis get 25 % to ALL equipment, heavys get some wicked resistances etc... So if you take that into consideration I think your wrong.
...
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Duke Noobiam
Chatelain Rapid Response Gallente Federation
45
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Posted - 2014.03.28 15:15:00 -
[152] - Quote
Only thing I think REALLY needs to be fixed is the ability to shoot while cloaked....
There has to be a delay in changing from the cloak to a weapon in order to ensure you are visible before you can shoot.
When the red river runs, take the dirt road.
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Alena Ventrallis
The Neutral Zone
1047
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Posted - 2014.03.28 15:22:00 -
[153] - Quote
Definitely there needs to be no profile bonus for activating a cloak. You should sacrifice to get under scans, passive or otherwise.
Best PVE idea I've seen.
Fixed link.
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Zaaeed Massani
RisingSuns
63
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Posted - 2014.03.28 15:29:00 -
[154] - Quote
LEHON Xeon wrote:Don't know if anyone else is having the problem, but when I use a cloak I cannot do anything while in it except move. I can't swap to a weapon or even equipment without instantly uncloaking. Even when swapping to a gun, it seems I can get a round or two off before I become fully visible, but if I use anything else like an RE it deactivates. I can't even just hold the RE and it'll turn off.
Working as intended. |
Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1502
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Posted - 2014.03.28 15:33:00 -
[155] - Quote
Iron Wolf Saber wrote:Ares 514 wrote:
Yes, so why is the CPM finally paying attention to this, a minor imbalance at best, while leaving other far larger issues broken for so long? This is an issue for me.
FYI, CR was reduced with other weapons but it still needs fixing since it was the most OP of them all. The armour shield % are imbalanced relative to other weapons.
You can blame takario from red star why I would like to avoid talking about vehicles in general. Most other issues have been talked about just pending action now. Also like I said the devs are in a hot fixing mood might be able to get something squeezed in before we have to wait until next code patch (which nobody has any idea when that will be) So I don't want the new toys with problems to be old toys with long standing problems come around next code integration. As for generally about cloaks They're pretty balanced mechanic wise, slightly imperfect but pretty close to it. While this cloak is most similar to planetside 2's I find ours a bit more balanced than theirs consider our scouts CAN have shotguns and thiers can't. Meta wise they seem broken. I find it okay for a commando to be cloaking but scouts who fit it are nearly as unhampered by it as a scout who does not cloak the only thing they give up is 1 equipment slot and to a scout that is non issue as the cloak replaces a large number of equipment in its own way. There are rough spots overall just wondering which ones need to be polished up a bit where a simple half second change can literally destroy the cloak or make it op. So this has to be delicate. My opinion overall at this very moment about cloaks is quite malleable; I don't have any real hard lines to not cross right now outside of just being a bit too outrageous on the idea. in planetside the cloak is a bit balanced by ten second on and no OHK instakilled weapon
interesting that here the cloak is active for much longer and with a OHK instakilled weapon and you find this balanced?
you find four campers with harrypotter villa at an objectives whose "gungame" is hide in corners and then shoot to the back for a OHK no risk shot a balanced game?
and here i was thinking redline sniping was not able to get worse.....lol.
Golfclap CCP you fixed the redline sniping problem by having them all sniping with a shotgun.....lol.
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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Wis Legend
Astroya Guard General Tso's Alliance
9
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Posted - 2014.03.28 15:36:00 -
[156] - Quote
Iron Wolf Saber wrote:*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. Lol... cloak is not already too cheated, great idea !!! |
Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1502
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Posted - 2014.03.28 15:42:00 -
[157] - Quote
ryo sayo mio wrote:why is this game becoming easy mode? first AA than scanners aka wall hack and now cloaks I have no idea?
Each patch brings more easy mode and its getting tiresome.
Hopefully it gets fixed ?
Going to replay Fallout 3 and Tales of Graces.
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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CHANCEtheChAn
0uter.Heaven
22
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Posted - 2014.03.28 17:57:00 -
[158] - Quote
The problem with scouts (mainly ck.0 and gk.0) PLEASE READ AS IT MIGHT MAKE SENSE TO YOU
I love scouts this build. I do not love their bonuses Scouts have had problems being very effective the last 6 months or so in dust in which they were always a threat, and 1.8 has refined them with extra highs and lows, HP, equipment slot, and to top it all off bonuses which I think have made the scout suit the new assault suit.
Then you add the cloak.
My god.
Thanks to the caldari light and gallente light bonuses, scanners are no longer required as scouts have sucha high scanning range/and low precision that with scan range at lv5, and precision at whatever it seems with the scouts current base values, your effectively giving caldari/gallente scouts a 35 meter perm scan range with cald being able to see every suit in the game at that radius, except gal scout. I mean its pretty bad when your friends all say "why are you running scans anymore? Its useless, just look at our scout passive scans."
Which means CCP effectively gave extra highs and lows to scouts, while giving them and extra equipment slot, and then gave them all bonuses of modules which goes into those extra slots.... ( not to include Amarr and Minmitar scout in here as I believe their bonuses are balanced"
A. You essentially gave the first two scouts a full time 360, short range scanner of 35 meters (eliminating the need for a scanner in the equipment slot) B. You added a basic range amp which takes up a low slot C. You added a complex profile damp to gal scout which would normally take a low slot which makes them auto perm invisible to any proto scanner besides 1 D. Cal scout has a precision enhancer that would normally take up a high slot but instead its 25% enhance can't even be bough in the store due to the complex precision enhancer being only a bonus 20%
Thus when you think of cal scout and gal scout, you can think of them with
Cal scout - 5 highs with a perm BEYOND COMPLEX precision enhancer - 3 lows with a perm basic range amplifier - 3 equipment slots with a perm non-cooldown half range vehicle scanner
Gal scout - 2 highs - 6 lows with a perm basic range amp and a perm complex profile damp - 3 equipment slots with a perm non-cool down half range vehicle scanner
I believe this is broken as these bonuses give these two scouts (The most two prominently seen scouts in the game) module slot bonuses while every other single bonus in the game to any suit is skill based and only provide bonuses to specific things(aka commando only giving you attack bonuses to one type of weapon, logi only one type of equipment) while these bonuses give you the ability to see every suit in the game or hide from every suit in the game and see most of every suit besides scouts. This would be okay if these bonuses allowed just the scouts to see their scans, but no, it allows everyone on your team to see these passive scans.
I find it right in real life if scouts got these these bonuses as they are recon BUT in dust the way modules are set up, you are freeing up slots on the low end for gal scout allowing them to armor tank more
And are freeing up module slots on the low AND high end of cal scouts allowing them to armor and shield tank more
Everyone is complaining about tanked out scouts and this is the reason why, as amarr and minmitar have to fill up their slots to get these bonuses, they cannot tank as much, and min usually fills their suits with codebreakers or kinetic Kat's anyways making them fast and tactile at taking objectives and laying equipment in enemy territory, and Amarr can effectively tank for say going from one side of the city to the other with their stamina bonus or covering outside points. BUT they will not see you coming from 40 meters away on their minimap and won't be able to move as fast as other tanked out scouts to evade you or overtake you. WHICH IS BALANCED at least in a way as you can still scan these suits unless they fill up their valuable slots with appropriate modules taking away their overall effectiveness. (Oh you mean how scouts used to be, as they filled up their high and lows with appropriate gear for their roles? Like damps against scans, or codebreakers for hack speed, or range enhancements for recon. Allowing them not to tank but to simply to specific roles.)
And really CCP? 25% bonus to nova knife damage? Like really? Why not just give minmitar a 1% **** increase as their second bonus and call it a day.
CCP trying to force the use of one its most underused weapons in the game. Why not add %50 plasma cannon damage while your at it?
Move knives will never be a PC viable or even pub viable weapon ever I don't believe
Hmmm. The Meta is strong with this one...
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NextDark Knight
Hellstorm Inc League of Infamy
331
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Posted - 2014.03.28 18:14:00 -
[159] - Quote
Sorry , I don't agree with most of what your saying and your defiantly not representing my view on the cloak.
Your idea of the flux draining the cloak isn't needed cause there are already better counters you just need to find them.
I would like to see the bugs fixed as soon as possible then proper data can be collected once the novelty factor wears off.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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ZDub 303
TeamPlayers Negative-Feedback
2396
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Posted - 2014.03.28 18:44:00 -
[160] - Quote
The only issue i have with cloak atm is that you can swap to weapon far too quickly. I would like to see an animation where the user actually turns it off my hitting the button on their arm like they do to turn it on. The exact same animation would probably suffice to balance the use of cloaks.
In 1.7 there was a noise when someone decloaked which was nice, I haven't really heard it since? It would be nice if there was a sound for decloaking, even if its a fairly light sound.
Other than that I haven't found cloaking to be a terrible thing. |
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Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
1102
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Posted - 2014.03.28 18:48:00 -
[161] - Quote
Bricked tanked assault scouts with cloaks has to go.
Assassination is my thing.
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
945
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Posted - 2014.03.28 18:49:00 -
[162] - Quote
ZDub 303 wrote:The only issue i have with cloak atm is that you can swap to weapon far too quickly. I would like to see an animation where the user actually turns it off my hitting the button on their arm like they do to turn it on. The exact same animation would probably suffice to balance the use of cloaks.
In 1.7 there was a noise when someone decloaked which was nice, I haven't really heard it since? It would be nice if there was a sound for decloaking, even if its a fairly light sound.
Other than that I haven't found cloaking to be a terrible thing.
But you can also see it quite easily. Nobody is really invisible when using it, even if that's the public opinion. I have been killed in cloak while standing perfectly still, from about 20m out. I have also killed people standing still while cloaked. If the invisibility were stronger, or if the blue wispy was a lot more subtle, then make the reequip take longer. As it stands, you should probably just play cloak as if it were a temporary dampener, and assume people can still see you.
As for brick tanking, they could just add stacking penalties to defense mods. Just about every other mod gets stacking penalties anyway. That would keep most people from putting more than 2 on, just because of the cost per benefit.
Hail Bacon
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
167
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Posted - 2014.03.28 19:09:00 -
[163] - Quote
In my thoughts the solution to brick tanking is three-fold.
1. Get utility mods in the highs and damage mods in the lows, lows should be mobility increasers and damage, highs should be utility and speed.
2. The second part is make HP modules more effective per slot while also significantly increasing their fitting cost. This makes the same tank possible with fewer slots. But makes it impossible to fill every slot with raw HP. Similarly the fitting costs should be balanced where HP takes PG and recovery/resistance takes CPU.
3. Reduce the fitting costs of non HP/Recovery modules. Hacking mods should be super easy to fit. Damage mods should take minimal (1) pg but a chunk of CPU. Dampening, precision amps, range all should be inexpensive to fit.
This approach makes it impossible to fit all your slots with HP due to too little PG. Similarly just stacking recovery is impossible as you'll run out of CPU. Filling every slot with a mix of both is only achievable if you use lower meta level than your suit due to fitting costs. The values of modules should be balanced around this to keep the EHP where CCP wants.
At this point suits will tank the way they want to, likely with a mix of HP and recovery and with the open slot or several left over the options come down to low level survivability mods or utility mods. This is very similar to how it works in eve and that would work here as well. Making a significant difference between fitting costs of tank and utility makes filling every slot with tank not possible while still allowing you to fill your suit with meaningful modules.
Edit: In terms of brick tanked scouts with cloaks just drop their CPU and PG a little bit. Or significantly drop it but give them further fitting bonuses such as a flat scout class reduction to scanning modules fitting costs, or flat bonus to fitting cost of mobility modules. This couple with significant CPU/PG nerf would leave them capable of doing their jobs without being able to just plug every slot with bricks. |
IgniteableAura
Pro Hic Immortalis
768
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Posted - 2014.03.28 19:19:00 -
[164] - Quote
Cloak is nearly perfect as is except the bugs
Adding any sort of disruption to the cloak will cause people to stop using it. A lucky tossed flux nade shouldn't do anything but ruin a scouts shields. Creating a new grenade to do so would be fine, but you shouldn't be getting two things for one grenade.
Weapon swap speed increases would just make it more cumbersome to use the cloak. It actually wouldn't probably effect ambush style tactics regardless of how long the swap length is....it would only effect the ability of scouts to "strike back" if someone starts shooting them while cloaked. Perhaps a "delay" should only happen when they are taking damage.
PHI Recruitment
or PHIsh Tank in game
Youtube
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
167
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Posted - 2014.03.28 19:22:00 -
[165] - Quote
I think switching to a weapon or equipment should be possible while cloaked but there should be a delay of perhaps 0.5 seconds from pulling the trigger before your equipment/weapon activates. During this time a decloak animation plays. |
CHANCEtheChAn
0uter.Heaven
23
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Posted - 2014.03.28 19:31:00 -
[166] - Quote
THE PROBLEMS with cloaks that CCP can actually fix with simple code and numerical value changes. What you guys are saying in uses Of flux and such and shimmering when hit by bullets is coding that requires testing and as you all know, CCP is bad with coding at all levels and if its intensive will wait an entire patch to fix it when it needs a fix now.
Cloaks are hard to track and sometimes see Seeing a cloaked suit running across a dark hill in the middle of nowhere is pretty obvious to see at any range Yet a cloaked suit in front of me whenI'm in the daylight still can run right past me with little effort and me not see a thing. This is because the lighting effect of the cloak is too light blue, when it should be a darker color. And no this is not my brightness of anything of that factor as friends specifically ask me to bring over my ps3Dtv over when I go visit them to play their games on because its one of the best looking monitors around and I have fine tuned the options on the monitor to be thus good for every game that is played on it. I have my brightness in game specifically tuned to my moniter for best looking gameplay and yet sometimes a cloak is clear as day halfway across the map and is sometimes invisible right in front of my due to background, foregrounds, and sun lighting.
The main times I curse at dust now is when I have a scout in my crosshairs cloaked, and im so putting down the DPs, just for him to move in front of a brightly lit wall and me never to see him again, and good look scanning for him. This makes cloak tracking preposterous and nerve racking This can easily be solved by making the cloak a little bit darker in color shimmers so it can be seen in light and dark environments. I'm definitely not turning down the brightness on my game and tarnish the already mediocre graphical quality of Dust just to see a piece of equipment and neither should you. - make cloak shimmers darker,not a royal blue per say, but something a tad bit darker if this is too much add less shimmers but darker.
Cloaks are completely invisible while the user sits still. Puuuulllllease. Really? You mean a scout can sit next to an obj COMPLETELY AND UTTERLY INVISIBLE with REs, and or a shotgun/nova knives? And no one at CCP thought this a problem? LIke no one in the room stood up and was like "um, yeah like this MAY be a problem for some OP cqc weapons and equipment". - Take your 3D shimmer model and take all your shimmers down to about 10-25% for sitting still so that we can still see idle cloaked players, while still making them viably invisible to anyone not careful
Cloaks decrease your suits scan profile...WUT? So your saying that cloaks can not only make you invisiblewhile not moving, BUT also at the basic to proto level, give you an extra complex profile dampener? So this AND that? No no no CCP no no. Your equipment can't do this AND that. Your scanner can't scan AND deploy a portable rocket turret. Your RE's can't blow up a tank AND hack Bravo. Your Repair tool can't repair Armor AND shields (at least not yet wink wink CCP) Your uplink can't respawn clones AND provide ammo The only two equipment that can do this AND that are nanohives and nanite injectors In which nanite injectors are broken so their use is mainly invalid as they revive a clone AND health but bodies dissapear, half the time the auto inject doesn't work, you can never find where someone died, etc etc. And the second being the nanohive that gives ammo AND repairs armor and nearly broke DUST all to **** with slayer logo bonanzas. (Which I think should really just give you ammo this way the only way to get armor back effectively is by switching at a supply depot which makes them more valuable and more of a priority target than just being there and occasional person running past for a quick made or two, and repair tools which will bring back the logis of old like chromosome where all logis had a rep tool and where logis were thought of to be the glue that held a team together and in max condition like a healer should while logis of now are thought of assaults with more equipment.) This means that you are breaking DUST again with a cloak making you invisible AND more resistant to scans
Honestly a cloak is an equipment that surrounds the body with an image that allows outsiders to see right through a person. And that cloak emmits and electronic field around a person which you WOULD THINK means that that person would have a higher scan signature but SOMEHOW CCP decided it was a good idea to include in the description that the cloak "Absorbs electromagnetic emissions AND AND AND manipulates light." Making it able to make you invisible AND reduce your scan profile. No equipment should have AND in it. 1 equipment, 1 use AND breaks things. AND ruins dust. Dropsuit scan dampening is already a skill, a bonus to gal scout, AND can be fit into your low slot. 1.7 was scanner OP. So much so I specced into it as an assault. 1.8 Is nerf scan time, nerf scan look around, nerf scan recharge, AND Nerf scan with equipment like this so now the scanner is almost useless, plus buff scouts to be mid range perma scans. Another example of over-nerfing. So much so I feel like I need my sp back now for the trouble. So useless most of the people I know have switched from scanner to other equipment, so have I. -Cloaks should not give profile dampening, if anything give more suit profile. Change dampening from +25% to 0% or -25%
Hmmm. The Meta is strong with this one...
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Samantha Hunyz
G.R.A.V.E INTERGALACTIC WARPIGS
89
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Posted - 2014.03.28 19:35:00 -
[167] - Quote
The glitch in question is a manufactured glitch used to exploit shooting while cloaked. This is the very definition of cheating. I can understand using dirty tactics, using unfair equipment/suit/ highground to give you an edge to the game. This howevor, is cheating, and serious consequences need to be put into effect. Shooting while cloaked is not intended nor wanted by CCP. To get your cloak to perform in this manner steps are taken by the player purpously for the benifit of sidestepping CCPs rules of use for the cloak. At a least temporary bans should be put in place to abusers.
I know this is New Eden and we adapt or die. But if CCP allows players to exploit/cheat their game with no consequences, they will continue to do so. This will drive away a fair amount of players that allows players to exploit/cheat to win, has no counter other than cheating yourself. This would as just encourage those that exploit/glitch will continue to actively hunt and find new cheats to use.
When I look down my scope, all I see are dead people.
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low genius
The Sound Of Freedom Dirt Nap Squad.
1418
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Posted - 2014.03.28 19:49:00 -
[168] - Quote
there will certainly be a learning curve with the cloaks, and the new scouts. I don't think anything needs to be changed for a month or so, just to let the playerbase adjust.
putting a decloak delay on anything that's not a scout makes sense. but it makes no sense to put a cloak on anything but a scout from a sig radius standpoint.
if you really have scout problems then your gallente logi and your caldari scout are the way to solve them, in my estimation.
I've got no problem finding cloaked scouts if i'm looking for them.
if i'm not looking for them, then i'm suicidal.
eatsbabies cienfuegos
steward of the renegade alliance.
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Fire of Prometheus
Alpha Response Command
4090
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Posted - 2014.03.28 19:49:00 -
[169] - Quote
The only issue is the cloak glitches.
Brick tanked scout means a scanner can find you and makes the cloak useless.
Everything else is fine......
This commando went on a diet to become a scout
Fare well my commando's fist of god o7
Patron saint of commandos
Ck.0-scout, commando // ak.0- logi (commando soonTM)
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CHANCEtheChAn
0uter.Heaven
24
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Posted - 2014.03.28 19:51:00 -
[170] - Quote
CLOAK ISSUES CONTINUED
uncloak and cloak, uncloak and cloak, uncloack and cloak...OMG Really. Really really? The ONLY drawback with this is you have to have %50 of your charge left to go back cloaked. So let's see, enemies in range on passive e scans. Cloak with basic cloak. Wait 5 seconds, unlcloak on enemies with 5 second max firefight. Immediately recloak and become completely invisible again. Enemies come 3 seconds later uncloak, 8 second firefight, immediately cloak and run cause reinforcements are on the way, or to get in better position for attack.
You can do this all day with a basic cloak, much more not even worry about recloak times on an advanced or proto cloak. Let me give you a real worE scenario
Yesterday during PC I was in my new Cal heavy suit spawning on objective E of the bridge map with A, E, and D on outside and B/C inside the city. I spawned in the CRU at enemy controlled Echo. As soon as I spawned in, two cloaked Cal scouts sitting ON TOP OF E cargo hub spotted me on their passive scans while being cloaked, my logi in front of E had proto scanned then hub and reported no enemy precense there (due to the cloak giving a %25 scan profile reduction) So I turned to go hack and protect E when I heard a noise behind me, I turned to see nothing on the steps behind me. Little did I know there are two cloaked cal scouts idle in front of me staring at me and my deadly HMG. I then turned back to E just to be moved down from behind and killed in 2 seconds. The scouts then cloaked up again and ran to the cargo hubs laders. They then climbed cloaked up the ladders, and even though they were shimmering, I had a friendly proto sniper at Alpha looking at the ladders from Alpha and could not see the two cloaked cal scouts against the sky lit background. The scouts then uncloaked 8 seconds later as a friendly dropshit landed on top of the cargo hub carrying a speed hack logi. The scouts then ganged the logi, and then went back to cloak. Meanwhile my original logi had hacked echo with tank support and began to run to the other side of the hub with ladders to climb up. The scouts passively picked up my logi on scans, allowing one to jump down behind the logi and one to stay up top so they could both uncloak and gank my logi, just to cloak again. I then spawned on the cru just to have the cal scouts pick me up on scans AGAIN and both drop down to sit still invisible for about 3 seconds for me to run under the cargo hub just for them to watch me run right past them, then gnk me in the back again. They stayed uncloaked for about 5 seconds, then WITH MY TANK STILL ON E cloaked again and quick hacked E with the tank shooting into E, hacked it, then ran away still cloaked just to resecure the cru.
THIS IS THE POWER OF THE CLOAK It is in fact too much power for only one suit (scouts) to be able to weild, as it has nearly no shortcomings at all. And all this was probably just done with an advanced cloak. **** all over me if it was a proto cloak.
Scouts got a HUGE buff in 1.8 So much it pretty much made assault class useless Now they get a HUGE equipment buff basically only they can fit. -Make cloaks to where they are either on a small cool down like a scanner once uncloaked or two uses no matter how much of your cloak is left makes the cloak go into a full regen mode from 0 and needs 50% to come back up
Sorry my posts are so long but they needed to be to illustrate the power and overpowerdness of these cloaks. These are my opinions based on easy code fixes that could be applied to cloaks in a hotfix. It is mainly numerical changes where it doesn't require remodeling or making new coding or anything like that. Its simple numerical changes that can easily be applied.
Hmmm. The Meta is strong with this one...
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Luna Angelo
We Who Walk Alone
940
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Posted - 2014.03.28 19:52:00 -
[171] - Quote
I've noticed that cloaks have made people paranoid. They turn a corner and open fire, looking for a flash of blue or a hit marker. What's sad is I'm usually the other way and take them out anyways. They then send me mail, calling hax, when I was just in the right place at the right time.
And yes, I run cloaks, so I'm one of the reasons they ARE paranoid.
I don't need luck, I have a cloak.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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Zahle Undt
Bullet Cluster
1151
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Posted - 2014.03.28 19:55:00 -
[172] - Quote
I haven't run my scout a lot yet, but I seem to never run my adv. cloak down all the way so I pretty much always have it available. I think decloaking should instantly decrease your cloaking energy by 25-50%
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1545
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Posted - 2014.03.28 20:04:00 -
[173] - Quote
De-Cloaking Animation needs to be fixed. As much fun as it is.
Shimmering needs tweaking. Full shimmer for Sprinting, Less Shimmer for walking... And Standing still Shimmer for crouch walking. Cloak needs to reward stealthy activities.
People not being able to see the cloak.. Is more Due to it not being a main feature offered in a Majority of FPS games.
Players from Crysis are already picking cloakers out like a sore thumb... Even stationary camping ones.
After 2-3 weeks players will start knowing exactly what to look for... And the run spots, Hide spots... and learn the corners of the maps scouts could be waiting for them.
Stray bullets On the battlefield are everywhere... If damage altered the cloak in anyway it would render the entire item so situational, it would obsolete it. Where I would love to see the cloak become a balance point and staple of DUST. And could be a very unique successful mechanic, That Future developers in the field would refer too.
-With more performance increases to DUST 514.. with consistent frame rates and Server/client updates while partaking in full 16 vs 16 gunfights of players from all over the world..., Will only improve peoples ability to use and counter the Cloaking device. |
Heimdallr69
Heaven's Lost Property
1953
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Posted - 2014.03.28 20:11:00 -
[174] - Quote
I agree with every point you brought up. Honestly any person whose played a game with cloaking won't have a problem with this.. Thank you AVP AJL.. You think this is hard too see then you haven't played a game with real cloaking..
Removed inappropriate content - CCP Logibro
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1987
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Posted - 2014.03.28 20:32:00 -
[175] - Quote
In some areas the cloak shimmer is pretty obvious, but against some backgrounds it's nearly impossible to see without the scout moving at more than walking speed. Sometimes it's actually easier to spot a bad guy through a bush in ARMA 3 than it is to track a cloaky in Dust. |
RydogV
Shadow Company HQ Lokun Listamenn
704
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Posted - 2014.03.28 20:35:00 -
[176] - Quote
Bormir1r wrote:Yagihige wrote:Uncloaking sends your cloak energy to 0%. You can only use it again when it gets back to 100%. Fixed. Too much penalty on cloaks. 25-50% sounds right, imagine standing around in the open butt-naked for a 30 seconds sourrounded by eneimes after you've decloaked and you're trying to evade.
And herein lies the problem. What are you doing dropping a cloak in the middle of a swarm of enemies?!
Before any solution to the 'cloak issue' can be realized, the developer needs to actually figure out what the cloak is designed to be. As it was being discussed, I was under the impression it was being added to the game as a means of giving Scouts a better infiltration role. They are squishy, so give them the ability to traverse a hostile field of battle with more security so that they will not be detected. It was a stealth ability, period.
If the mechanic had been billed as this great offensive tool, then I am pretty sure much of the Community would have voiced out against it. There is nothing inherently stealthy about coming up and ganking three dudes from behind with a shotgun. Anyone adept at flanking should be able to pull that off, without a cloak. There is nothing stealthy about decloaking in a group of enemy, setting off a few remotes, cloaking again in the midst of chaos and then running away. Shotgunning and blowing things up are pretty much the exact opposite of being stealthy. Some might even say it's a pretty cheap approach but 'all's fair'. Honestly, why don't we just expedite the process and give the Scout a teleport ability to boot?
Our friend above is apparently decloaking 'surrounded by enemies'. Nothing stealthy about that either. Now I am not saying that a cloaked Scout should not have the ability to strike from the shadows, but the decision to do so must have consequence. Exposing yourself should have risk that goes with your reward. And the inability to recloak right away seems like a fair trade. You can pick off the lone wolf or straggler (shame on them for not sticking with the team) but you cannot run into the fray of a hotly contested objective and expect to get out alive.
I would much rather see a cloaked Scout be able to hack a Null Cannon without causing it to alert the enemy. That is a benefit of cloaking I can get behind in an objective based game. That puts the infiltrator role front and forward and makes 'The Assassin' a secondary, albeit more risky, vocation. |
Xender17
Ahrendee Mercenaries Dirt Nap Squad.
1036
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Posted - 2014.03.28 20:40:00 -
[177] - Quote
So say a caldari scout is cloaked and flux is thrown at it. There goes its stealth and pretty much 90% of its HP.
CCP Saberwing "Vehicles have taken a step in the right direction"
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Eko Sol
Onslaught Inc RISE of LEGION
134
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Posted - 2014.03.28 20:53:00 -
[178] - Quote
A scout, by definition, should not go 19/1 b/c it cloaks and shotguns and cloaks and shotguns and cloaks and shotguns....
If you switch to a weapon there should be a decloak animation and then the ability to fire a weapon should be much longer. I'm sick of firing at a cloaked person then they shoot at me, kill me, and then they finally uncloak. I believe there should be a .5 second decloak animation and a .5 second non cloaked period where you cannot fire, use equipment, etc. After the full completion then you should be able to fire. I have personally tested through this and I really think this needs to be changed. I am just running around dropping uplinks and getting in and out of fire fights WAY too easily.
I also believe all motion should cause a shimmer. If you stand still while cloaked and jump straight up then you stay 100% invisible. If you climb a ladder then you stay 100% invisible. This should not be the case. All motion should cause a shimmer to include if someone else runs into such as a friendly lav or tank. If I get moved by a friendly vehicle then I should shimmer.
In FW, I got killed by a friendly who thought I was an enemy cloak or maybe he/she was just a d!ck. Either way, I believe that there should a be a special shimmer that is more indicative of who is a friendly cloak. I originally thought that maybe there should be a dark blue shimmer for friendlies and a light red shimmer for enemy but I think that advertises the cloak too much. Not sure. I would settle for any solution that better helps accidental team killing
I don't think brick tanking is an issue. I think the gap between a pure ADV level user (~7 - 9 mil SP) vs and a pure proto level (~15 - 18 mil SP) is way too large. If a proto min-scout can crack 1 complex reactive plate, 1 kinkat, 1 complex damp, 2 complex shields, 1 complex precision enhancer, a fully proficient shotgun to include pg/cpu reduction, and a cloak all on one unit while someone elses assault suit can't even hit those numbers then I believe there is a serious overall balance issue as opposed to brick tanking is the issue. That an there was a scout that had over 650 armor time and time again. I am not even sure where and how anyone could do that.
Equipment CPU/PG reduction bonus applies to cloaks from Logi's. This should be fixed as well.
I can't possibly comprehend why all of the Rifles were nerfed but sniper rifles, HMG's, and Shotguns were not nerfed. That is absolutely ridiculous that a fully proficient shotgun with a single or two damage mods is single handidly so high in DPS. It makes no sense whatsoever. How the hell does this fix TTK. I may be digressing but this needs to be addressed as well.
I believe the range to see a cloaked person in motion should be limited to 30 meters. I'm sick of getting shot at by a tank at 65 meters while cloaked. I'm not sure if they get a better view or not but it's awfully ridiculous.
I, personally, believe that a cloak should take up 2 equipment slots. This weird Logi cloak scout thing I'm seeing just doesn't seem right. There are more versatility in scouts then there are with Logi's which, to me, seems wrong. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
846
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Posted - 2014.03.28 21:13:00 -
[179] - Quote
Cyrius Li-Moody wrote:Personally I think they did a fair job of balancing the cloak. Most tears come from oversaturation of the role due to it being new equipment. Anything seems ridiculous in high volumes. This is a new toy and everyone wants to play with it. I want to be very very sure nothing is done in classic CCP fashion as a ridiculous nerf due to the tears of the loud sections of our playerbase.
I agree that there should be different variants for different jobs and playstyles. The weapon switch in my opinion is about perfect. It's not too short and not too long. I think most people have problems with the cloaks and shotguns. For any other weapon that requires you to actually aim a little bit the decloak time is perfect.
Also we must consider that currently even the minmatar has a lot of trouble in the fitting department. An increase in cloak cost will make this suit which already has extremely low HP even weaker and harder to fit. You can barely fit a basic cloak on an adv minmatar even if you use mostly e-war and regen mods.
I think Moody is spot on with this.
The cloak is balanced pretty well and it's a really nice addition to the game. The most significant piece we need to address is the flux/damage effects on cloaking. I think Flux should take a big bite out of the timer and at some point direct damage should effect the visibility.
My recommendation is that when he scout takes damage while cloaked they shimmer at the same level as when they are in full sprint.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
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Izlare Lenix
Arrogance.
325
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Posted - 2014.03.28 21:43:00 -
[180] - Quote
The shimmer should be based on speed. The faster you run the more you shimmer. Meaning a scout with kin cats should shimmer more than a scout without kin cats.
Some minny and gal Scouts move so fast they are hard to see when cloaked. This is very problematic with the gal scout/shotgun combo. They are super fast, fully dampened to everything, and when cloaked they are very hard to see.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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