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Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3760
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Posted - 2014.03.29 03:26:00 -
[211] - Quote
Are they really nerfing cloaks?
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Yan Darn
Science For Death
431
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Posted - 2014.03.29 03:45:00 -
[212] - Quote
Appia Vibbia wrote:Yan Darn wrote:
This. The problem of cloaks isn't just abot cloaks. It's not even about scouts. It's about a lot of other issues with the fittings meta as well.
Also, assaults need to be better at assaulting - that would help alleviate scout/cloak spam. Without the spam, QQ should be reduced.
Just please - I'm sure I'm not the only scout who was apprehensive about our role bonus being tied to one specific piece of equipment. I'd seriously prefer CCP ditched it and gave us another role bonus, rather than watch it go through a ridiculous nerf/buff cycle.
Alternatively, create more ways to counter cloaks.
wut. . . . You do realize that you kept the previous bonus, reduced scan profile, right? Only now it is innate to the suit, rather than the skill. That makes the cloak bonus far superior to having a 45 dB Scout and 33 dB Gallente Scout.
wut.
I coulda sworn we had this 15% reduction to cloak fitting bonus. You're right, our base profile changed - this made it so the old bonus on all scouts was unnecessary...that was part of the balancing; we didn't 'keep the previous bonus'. We got a bonus to cloaks. If the cloak QQ continues I'd rather see it changed to something else and cloaks just ditched.
Its the only role bonus as far as I'm aware that only affects one specific piece of equipment. We are tied to cloaks more than any other role is defined by a single specific piece of equipment.
Unless for some reason you think I'm arguing for the old bonuses back.
The Ghost of Bravo
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Enji Elric
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
194
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Posted - 2014.03.29 03:54:00 -
[213] - Quote
Iron Wolf Saber wrote: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 HP even weaker and harder to fit. My question is should all scouts have similar fitting issues to the minmatar or should minmatar be brought up to the rest of the class?
Without a doubt a Minmatar should be able to use a cloak on the same level as any other class. I understand minmatar are the fastest but that shouldnt mean we cannot fit equipment on our suits.
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DootDoot
Da Short Buss RISE of LEGION
322
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Posted - 2014.03.29 04:00:00 -
[214] - Quote
Bethhy wrote: 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.
^ Anything else is just whining from my Minmatar Logi view.
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medomai grey
WarRavens League of Infamy
479
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Posted - 2014.03.29 04:22:00 -
[215] - Quote
knight guard fury wrote:proof that our cloak isnt OPstop complaing about cloaks. other games have better cloaks than ours and they somehow dont consider it OP but for some reason we complain about anything new or "powerful" to be OP You linked a link to a youtube video about the different cloaks available in another game. That is not proof of anything, that is a youtube video about the different cloaks available in another game. Although it was a very nice explanation of the different cloaks in Planetside2.
The forums exist for discussion and debate. If you don't like it, all you have to do is click the red "x" in the top right of this window.
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
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Regis Blackbird
DUST University Ivy League
132
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Posted - 2014.03.29 07:04:00 -
[216] - Quote
I think the cloak is in a fairly good place, maybe a minor tweak or two, but not more. It is quite easy to spot cloaked mercs on the run, and I have dropped a few of them. I have even learnt to expect cloaked scouts a objectives, and have found quite a few by a quick spray at obvious locations.
-> Although, it would be nice if a flux increased the shimmer effect for a short period.
I think speeding up the decloaking animation to prevent the 0.5 seconds firing while cloaked will not make much of a difference since I am usually killed from behind (a smart cloak waits until I run past him).
Perhaps a (small) activation cost of the cloak is better, that will take you faster below the 50% threshold if you spam the cloak. This will penalise rapid switching between cloaking and firing, but only make a small difference if you drop a uplink or none at all if you transverse an area. |
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
949
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Posted - 2014.03.29 08:06:00 -
[217] - Quote
cloaks are easy to spot, uyou just need to get use to seeing them and how they look. ive killed plenty of scouts today while they were cloaked and have had no problem with them. MD's are very useful since they can just tear scouts apart with thier splash dmg
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
73
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Posted - 2014.03.29 08:26:00 -
[218] - Quote
RemingtonBeaver wrote:My take since running a proto minja since 1.8
I don't run other racial scouts and my minmatar is squishy. If I fail to plan my attacks, or get sloppy with my tactics then I will die. Scouts rocking cloaks should feel squishy. And yes fitting a minja is terrible compromise.
Fluxes should knock shields out and require a full recharge.
The activation of the cloak is hit and miss. Its slow and I've had issues with activating it while running. Activating it while running should be available.
The ability to re-cloak after an action is necessary. If I am planting REs on a point and the enemy is on their way I shouldn't have to wait 30 seconds before I can re-cloak. I think the timing on the cloak is perfect. I have been caught in multiple occasions where my cloak was about to be depleted and had to decloak in less than strategic places.
Seriously the timers are golden. I can see them becoming terrible very easily through adjusting them for the worse.
Cloaks are amazing. The entire playstyle is different and requires recon and planning to be good at.
Being able to fire my gun while cloaked is not a good bug. I've done it once by accident and then noticed it was repeatable. That need fixed before a QQ storm has cloaks demoted to flaylock status.
p.s.
Scanners are awful now. They need some love. The noises assiciated with cloaks, albeit a bit buggy, are amazing.
I completely agree. You have to scout(no pun intended) the battlefield before you make your move. Before the cloaks I would peak around a corner just to have my face blown off before I could even consider a move. Now I can peak around the corner and see my targets and (this part is essential having only 400 total hp an all) get the jump on one of them. You have to attack like a shark. Kill one then back to the shadows. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
953
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Posted - 2014.03.29 08:38:00 -
[219] - Quote
IWS, I don't think you represent the community. Imo you don't get to start threads like this for your convenience.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
1038
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Posted - 2014.03.29 09:58:00 -
[220] - Quote
As far as the idea for cloak to take a weapon slot - no
Been a Min scout since 1.2. I love knives and am fairly good with them, but they are situational and extremely detrimental to a team.
I can't count the number of times I've seen a team mate die because someone else wanted to go for the knife kill. Its incredibly stupid and frustrating. Not to mention the mechanics don't support using it as a primary. The slightest unexpected movement and the strike is ruined and your completely boned as they're usually now behind you.
How about if we could make the cloak force the light slot to change to another sidearm?
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
1237
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Posted - 2014.03.29 10:16:00 -
[221] - Quote
The ONLY reason why the cloak is currently OP is because you can perform certain actions like switching weapons and shooting, throwing grenades, meleeing, or switching to equipment, before the decloak animation is complete.
This could be easily solved by forcing you to go through the decloak animation before performing such actions, either by making it so only the FIRE button decloaks you, or making the animation mandatory before any of the other actions are initiated.
Therefore you could no longer kill an enemy who has line of sight on you unless he realizes you are there, as you MUST become visible prior to using your weapon/equipment/whatever.
Scouts are currently using the "shoot before decloak" to successfully surprise attack from the front. The above change forces them to attack from the back, which is how a scout should attack. But let's be real; in many cases where a frontal assault worked, the scout could simply have waited for you to pass by, decloaked, then killed you. You should not have a problem with this; this is good strategy, not an exploit or an OP tactic. |
Ghosts Chance
Inf4m0us
1663
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Posted - 2014.03.29 11:31:00 -
[222] - Quote
*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.
this isnt a problem for scouts specifically, its a problem for ALL dropsuits. its currently the most effective build for every other suit so why wouldnt it be the most effective build for scouts as well?
the fix here is to eliminate brick tanking as the most effective way to build a dropsuit for all suits, not just scouts. as brick tanking wasnt really CCPs intended design and its promanance is screwing with all sorts of things. |
BIind Shot
Dirt Nap Squad Dirt Nap Squad.
74
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Posted - 2014.03.29 12:34:00 -
[223] - Quote
RydogV wrote: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.
That's the thing about all this QQing . I don't see any of these scouts doing crazy numbers like 61/3 Like we've seen tankers. These scouts are running in and shotgunning 1-3 people in the back. And they're not getting out alive. You don't see it (you being dead and all) but 9 times out of 10 that scout that just ganked you is getting thoroughly ganked as you lye there raging about getting shot in the back. 30/15 isn't a great game.. It just means he ran try hard. I want pics, I want names. Who are these scouts that are so thoroughly bashing your heads in? Pics or it didn't happen. |
Yan Darn
Science For Death
435
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Posted - 2014.03.29 12:59:00 -
[224] - Quote
Sana Rayya wrote:The ONLY reason why the cloak is currently OP is because you can perform certain actions like switching weapons and shooting, throwing grenades, meleeing, or switching to equipment, before the decloak animation is complete.
This could be easily solved by forcing you to go through the decloak animation before performing such actions, either by making it so only the FIRE button decloaks you, or making the animation mandatory before any of the other actions are initiated.
Therefore you could no longer kill an enemy who has line of sight on you unless he realizes you are there, as you MUST become visible prior to using your weapon/equipment/whatever.
Scouts are currently using the "shoot before decloak" to successfully surprise attack from the front. The above change forces them to attack from the back, which is how a scout should attack. But let's be real; in many cases where a frontal assault worked, the scout could simply have waited for you to pass by, decloaked, then killed you. You should not have a problem with this; this is good strategy, not an exploit or an OP tactic.
I take it you mean, pressing the swap weapon button, grenade button or selecting anything else off the wheel while cloaked - instead of instantly switching to whatever, it forces the same animation as if you pressed R1 to disengage cloak?
This makes perfect sense to me, because honestly; how many people, even when decloaking behind cover etc. press R1 to disengage cloak instead of just swap weapon: no one I bet - because the R1 animation takes longer to finish...
This is a solution I prefer over 'fuel' consumption for switching - that is almost the same as the fire while cloak mechanic that the CPM fought against in the first place.
Being ganked this way is what is 'upsetting' people - its irrelevant if that scout actually did anything to help the team; even if they go 10/10, if those 10 kills are cloak kills people will still claim OPness.
Any fast decloak to shooting mechanic will always cause QQ - it'll just lead to arguments over the recharge time and a whole lotta of other nerfs...
The Ghost of Bravo
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
75
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Posted - 2014.03.29 13:13:00 -
[225] - Quote
medomai grey wrote:I feel cloaks should behave more like camouflage, easy to miss if your not actually looking for it but totally recognizable if you are looking for it. Kind of like the Predator's cloak. I'm not fond of how you're essentially invisible when you stand still cloaked. No one is going to spot the virtually non-existent distortions, especially on dark maps. I feel cloaks should create a noticeable distortion when both standing still or moving without any shimmering, like the predator's cloak. As for cloaks persisting too well through damage, have to agree with Iron Wolf Saber. It's not fair to the guy who spots and shoots at a cloaked enemy. But it isn't fair for cloaked players who get hit by stray bullets either. There are some annoying bugs like where players can use their weapons while being cloaked indefinitely and being able to fire shots off before actually de-cloaking. I want cloaks in Dust514, but they could have done with more time in Santa's workshop getting it right.
You're never 100% invisible even standing still if you look close enough it's like seeing the heat rise from pavement or off the hood of a car. |
BIind Shot
Dirt Nap Squad Dirt Nap Squad.
75
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Posted - 2014.03.29 13:25:00 -
[226] - Quote
Selinate deux wrote:knight guard fury wrote:
its not broken, planetside 2 allows you to to cloak completely invisible and kill people right after decloaking, and recloak soon after.
cloaking should never replace the primary weapon because its not right and no other game has ever done it. give me one game that does what you just said.
Oh ffs, so that's your logic? That's a **** poor train of logic and you should feel bad. "No one has ever done it so we can't do it either because if no one has done it then it must be bad!" That makes absolutely zero sense. And if it's so incredibly important to you to know of a game that's done it like that, planetside 1 did. Just because planetside 2 does it one way does not mean a single damn thing in a completely different game.
Unnerf the scrambler pistol and you have a deal. It's funny how no one thought of this when slayer logis were buttfucking everyone in the game.. Not to mention just a week ago how Gal logis could run 3 complex damage mods and armor plates galore. +25% damage and 900hp.. Where was the talk of taking away their primary weapon to put them in their place? Not to mention the sitting on repping nano's.. |
ADAM-OF-EVE
Dead Man's Game
1149
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Posted - 2014.03.29 13:35:00 -
[227] - Quote
the problem i see with the cloak is not the cloak itself but how people use it. players are using the cloak as a defence rather than a tool to be used when the situation arises. i see scouts running all over the place cloaked when there are no enemies about and charging enemies knowing well that the enemy can see them move.
for me i use the cloak when i see an enemy not before(i would much rather be seen with my weapon out than seen with my cloak on) and i use the environment to my benefit using cloak to fill in gaps.
my view is dampened suits are the assassin suits and cloaked suits are the infiltration suits. you can't have the best of both worlds and expect it all to work
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Scheneighnay McBob
Endless Hatred Ishuk-Raata Enforcement Directive
4530
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Posted - 2014.03.29 14:02:00 -
[228] - Quote
There seems to be hit detection problems against cloak scouts. This is from being both the person shooting and the scout being shot at.
I am your scan error.
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Heimdallr69
Heaven's Lost Property
1956
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Posted - 2014.03.29 16:16:00 -
[229] - Quote
http://youtu.be/t-RA17hVQLk Thought I'd leave this here
Removed inappropriate content - CCP Logibro
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2703
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Posted - 2014.03.29 19:41:00 -
[230] - Quote
deleted until further review
weRideNDie2getha since 2010
RND's recruitment official phrase
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2703
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Posted - 2014.03.29 19:45:00 -
[231] - Quote
Smooth Assassin wrote:Bricked tanked assault scouts with cloaks has to go.
cloaks has to go
weRideNDie2getha since 2010
RND's recruitment official phrase
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2703
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Posted - 2014.03.29 19:48:00 -
[232] - Quote
IgniteableAura wrote: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.
c'mon Aura.
Don't locus grenades do damage to both shields and armor? Why do we need an extra grenade to disrupt electrical equipment? It's like asking for another grenade to blow up drop uplinks and remote explosives.
weapon swap speed doesn't have to change but once you switch off from the cloak device, you should IMMEDIATELY decloak. There shouldn't even be an animation for it. I've been shot too many times from guys still decloaking.
weRideNDie2getha since 2010
RND's recruitment official phrase
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2703
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Posted - 2014.03.29 19:50:00 -
[233] - Quote
Canari Elphus wrote: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.
And since it acts like an active scanner...it should cool down like it. Once you deactivate it, you should have to wait until the cooldown time is up....whether you used it for 60 secs or 6 secs. It should be exactly like any other active module in the game.
weRideNDie2getha since 2010
RND's recruitment official phrase
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1991
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Posted - 2014.03.29 19:51:00 -
[234] - Quote
BIind Shot wrote:medomai grey wrote:I feel cloaks should behave more like camouflage, easy to miss if your not actually looking for it but totally recognizable if you are looking for it. Kind of like the Predator's cloak. I'm not fond of how you're essentially invisible when you stand still cloaked. No one is going to spot the virtually non-existent distortions, especially on dark maps. I feel cloaks should create a noticeable distortion when both standing still or moving without any shimmering, like the predator's cloak. As for cloaks persisting too well through damage, have to agree with Iron Wolf Saber. It's not fair to the guy who spots and shoots at a cloaked enemy. But it isn't fair for cloaked players who get hit by stray bullets either. There are some annoying bugs like where players can use their weapons while being cloaked indefinitely and being able to fire shots off before actually de-cloaking. I want cloaks in Dust514, but they could have done with more time in Santa's workshop getting it right. You're never 100% invisible even standing still if you look close enough it's like seeing the heat rise from pavement or off the hood of a car.
Against the right background you can be 100% invisible. If there was more than one color in the shimmer at a different brightness then your statement would be true.
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2704
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Posted - 2014.03.29 20:09:00 -
[235] - Quote
Kristoff Atruin wrote:BIind Shot wrote:medomai grey wrote:I feel cloaks should behave more like camouflage, easy to miss if your not actually looking for it but totally recognizable if you are looking for it. Kind of like the Predator's cloak. I'm not fond of how you're essentially invisible when you stand still cloaked. No one is going to spot the virtually non-existent distortions, especially on dark maps. I feel cloaks should create a noticeable distortion when both standing still or moving without any shimmering, like the predator's cloak. As for cloaks persisting too well through damage, have to agree with Iron Wolf Saber. It's not fair to the guy who spots and shoots at a cloaked enemy. But it isn't fair for cloaked players who get hit by stray bullets either. There are some annoying bugs like where players can use their weapons while being cloaked indefinitely and being able to fire shots off before actually de-cloaking. I want cloaks in Dust514, but they could have done with more time in Santa's workshop getting it right. You're never 100% invisible even standing still if you look close enough it's like seeing the heat rise from pavement or off the hood of a car. Against the right background you can be 100% invisible. If there was more than one color in the shimmer at a different brightness then your statement would be true.
even if it were true....is that what this fps has come to? We have to run around an entire objective looking for steam emanating from the ground before we hack an objective?
weRideNDie2getha since 2010
RND's recruitment official phrase
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Korvin Lomont
United Pwnage Service RISE of LEGION
857
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Posted - 2014.03.29 20:13:00 -
[236] - Quote
Ydubbs81 RND wrote:Kristoff Atruin wrote:BIind Shot wrote:medomai grey wrote:I feel cloaks should behave more like camouflage, easy to miss if your not actually looking for it but totally recognizable if you are looking for it. Kind of like the Predator's cloak. I'm not fond of how you're essentially invisible when you stand still cloaked. No one is going to spot the virtually non-existent distortions, especially on dark maps. I feel cloaks should create a noticeable distortion when both standing still or moving without any shimmering, like the predator's cloak. As for cloaks persisting too well through damage, have to agree with Iron Wolf Saber. It's not fair to the guy who spots and shoots at a cloaked enemy. But it isn't fair for cloaked players who get hit by stray bullets either. There are some annoying bugs like where players can use their weapons while being cloaked indefinitely and being able to fire shots off before actually de-cloaking. I want cloaks in Dust514, but they could have done with more time in Santa's workshop getting it right. You're never 100% invisible even standing still if you look close enough it's like seeing the heat rise from pavement or off the hood of a car. Against the right background you can be 100% invisible. If there was more than one color in the shimmer at a different brightness then your statement would be true. even if it were true....is that what this fps has come to? We have to run around an entire objective looking for steam emanating from the ground before we hack an objective?
Before every one used a scanner to see everyone through walls hill etc in a arc of 100m did this take any skill? The thing is as long as there is a stealh suit we need stealth play.
And your recticle still turns red when you move over a cloaked scout. And to be honest I rarely had issues with them. Most tomes a cloaked scout killed me they outplayed me and I deserved the death. I I got eye on them they normally die... |
Scout Registry
Nos Nothi
1811
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Posted - 2014.03.29 21:06:00 -
[237] - Quote
Iron Wolf Saber wrote: 1) Cloaks have glitches associated with them which leads to invisible weapon usage and vehicles 2) Cloaks are a bit hard to spot 3) Cloaks persist too well through damage or flux 4) Cloak Noise 5) Decloak to weapon swap speed 6) Cloak timer at prototype 7) Cloaked hacking 8) Brick Tanked Cloakers
o7
1) Agree. Fix bugs. 2) Disagree. Painfully easy to spot unless stationary and/or in shadows. 3) Disagree. Blue shimmer. Red reticule. Shoot. Get +50. 4) Disagree. On / Off is sufficiently noisy. 5) Don't know yet, but instantaneous would be bad. 6) Who uses Prototype Cloak? Little point beyond Advanced. 7) No problem here. 8) * Possibly a problem ...
* Would advise against adjusting fitting cloak costs. Fitting decent gear alongside a cloak is already tough. If a tweak proves to be in order, I'd recommend binding degree of shimmer effect to armor value such that Less Armor = Less Shimmer. |
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
956
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Posted - 2014.03.29 21:15:00 -
[238] - Quote
my thread
cloaks dont need to be nerfed or anything, but they do need slight tweaking to be more "fixed"
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
78
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Posted - 2014.03.29 21:16:00 -
[239] - Quote
Scout Registry wrote:Iron Wolf Saber wrote: 1) Cloaks have glitches associated with them which leads to invisible weapon usage and vehicles 2) Cloaks are a bit hard to spot 3) Cloaks persist too well through damage or flux 4) Cloak Noise 5) Decloak to weapon swap speed 6) Cloak timer at prototype 7) Cloaked hacking 8) Brick Tanked Cloakers 9) Any Others?
o7 1) Agree. Fix bugs. 2) Disagree. Painfully easy to spot unless stationary and/or in shadows. 3) Disagree. Blue shimmer. Red reticule. Shoot. Get +50. 4) Disagree. On / Off is sufficiently noisy. 5) Don't know yet, but instantaneous would be bad. 6) Who uses Prototype Cloak? Little point beyond Advanced. 7) No problem here. 8) * Possibly a problem ... 9) Shimmer isn't bound to movement speed; its either slight or severe (lacks gradation). * Would advise against adjusting cloak fitting costs. Fitting decent gear alongside a cloak is already tough. If a tweak proves to be in order, I'd recommend binding degree of shimmer effect to armor value such that Less Armor = Less Shimmer.
Minjas have the hardest difficulty equipping their fits. CPM if you talk to the devs about nerfing ALL scout suits or the fitting requirements for cloak please take this into consideration.
https://forums.dust514.com/default.aspx?g=posts&t=152280&find=unread |
Iron Wolf Saber
Den of Swords
13933
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Posted - 2014.03.29 21:18:00 -
[240] - Quote
I am going to agree with minmatar scout being worse off scout for now on grounds of fitting and will relay the message.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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