Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Joel II X
Dah Gods O Bacon
2098
|
Posted - 2014.03.31 10:02:00 -
[31] - Quote
Tech Ohm Eaven wrote:Joel II X wrote:Cloaks are fine. Only thing that would make it better is that if getting hurt from weapon damage would make you decloak.
If you get hurt from fall damage, you would shimmer violently for like a second and then go back to normal.
Other than that, they're fine in my opinion (other than the fact that slight movement results in a full shimmer but whatever). The fact that you think cloaks are "fine" despite the fireing a OHK weapon like a shotgun while still being cloaked is BROKEN. And the fact that YOU think its ok tells me the "type" of player that you are. What do you call a player that defends a broken weapon or mechanic? Yeah. Ummmm, yes I used cloaks a lot the first day of the patch but not anymore. Unlike you, I can actually use my eyes shocking, I know. Did you know you're actually able to see cloaks with your eyes? Even if they sit still? Whoa!
Also, I like my shotgun. Don't talk about my shotgun!
When you switch to a weapon, you decloak and emit a loud noise. I'm not sure how fast the enemy is able to see you in the decloak animation, but the sound is still there. Plus, if he shot you in the back, chances are you would've died with or without the use of a cloak. If he ran up to you from the front with the cloak and you didn't see him, that's completely your fault.
What type of player am I? Please enlighten me since you obviously know so much more than me when it comes to game mechanics, Mr. Game Developer. |
Joel II X
Dah Gods O Bacon
2098
|
Posted - 2014.03.31 10:06:00 -
[32] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Joel II X wrote:Cloaks are fine. Only thing that would make it better is that if getting hurt from weapon damage would make you decloak.
If you get hurt from fall damage, you would shimmer violently for like a second and then go back to normal.
Other than that, they're fine in my opinion (other than the fact that slight movement results in a full shimmer but whatever). Agreed , also the fact that since flux grenades are suppose to disrupt electrical devices a flux should do the same to the cloak . If not cause a person to de-cloak , it should at least cause a rapid use of cloaking power ... which in case , causes the timer to speed up and cause the user to de-cloak sooner than normal ... not an immediate de-cloak but causing the circle timer to move faster than normal which causes the user to have to de-cloak sooner . Either that or an immediate de-cloak and they should take on damage without resistance while taking fire . The cloak should not act as to make the user impervious to weapons fire , since it doesn't make them invulnerable and neither should it . It's not a shield hardener . It's time that when new content is introduced that these issues are discussed before time so as not to have some in the community to misuse or corrupt these newly developed tools . This might also cut down on possible bugs and hot-fix times where that energy could be used to solve existing issues . It's nice to have DEV's make post before patch releases but more time is needed to discuss matters that plague the game once the patch is released . I believe more feedback is needed , along with more time to discuss new material and content ... so that these issues can be put to rest instead of being re-occurring problems . This might lead to much more smoother releases with less issues . Some of these matters should be no brainers and go along with existing content like Flux grenades and their effect on cloaked adversaries , Remote Explosives being used like grenades ... sometimes sliding on surfaces and sometime sticking and leaving no clear user defining implementation of this tool . Does it stick and if so how is it able to slide on certain surfaces ??? We as the members of the community need to speak about these things and not just have our thoughts placed as numerous ideals on a forum page , to not even be considered or even thought about . It's clear in some cases that the powers that be already have an ideal of what they are going to do but let the community voice their views , only to do what they have planned to begin with .. taking no cue's from the suggestions and questions put in place by the community , only to re-visit what the community said and to implement some of the said suggestions because of unseen issues by them but seen by the community . I used to support the flux idea, but that would be terrible against shields scouts while armor scouts have less of a penalty because of the HP set up.
What if fluxes only decloaked and set the bar at 0, but did no damage to the HP if the user is cloaked? This way, both shield and armor tankers have equal chances of surviving. |
Garrett Blacknova
Codex Troopers
4722
|
Posted - 2014.03.31 10:10:00 -
[33] - Quote
Joel II X wrote:When you switch to a weapon, you decloak and emit a loud noise. I'm not sure how fast the enemy is able to see you in the decloak animation, but the sound is still there. To be fair, while I'm told it's quite a loud noise for the user, it's actually fairly subtle for people witnessing the cloaked players. It's not a loud noise to the person getting shot. That's one thing I think needs a slight (ONLY SLIGHT) tweak.
And the decloak animation takes long enough for someone fast to get 2 Shotgun rounds onto a target, but as you said, if you got that close without them seeing you, either you wouldn't have been seen without the cloak, or they weren't paying attention. |
Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
0
|
Posted - 2014.03.31 10:51:00 -
[34] - Quote
I'm a bit of a newberry at the whole Dust experience...... 3mil SP and on the whole still running Militia gear so EVERYTHING seems OP to me! I'm kind of enjoying myself and at the moment want to keep grinding away. I'm therefore not well versed in the ongoing back and forth issues with balance and can therefore only comment on how the game is playing for me at this moment in time.
I don't think scouts, cloaks or shotguns are OP or unbalanced at the moment but I do think the scout, shotgun, cloak as a combination is. High Speed, Wide Scanner Radius, OHK ability and zero visibility on most scanners seems to me to be too much of a win, win, win, win combo. I know that they are lower on HP etc but armour modules appear, on the whole, to make that almost a non problem.
I'd like to see the need to specialise fits more become the way around these problems. Rather than nerfing, boosting, anything make it down to choice and play style by pushing people towards certain fits.
For example. If someone is running a cloaked, heavily damped scout, then great, but loose them their shotgun. Sidearms and knives only giving you a silent stealth assassin type character. They have speed/ electronic and optical stealth/ good situational awareness but less firepower, although still a OHK with knives.
If they want the shotgun then they loose the cloak but can still run full dampeners and precision mods meaning that they are still unscannable by 90% of other players have great situational awareness and speed but need to think more about sneaking around. They have speed, electronic stealth and the ability to OHK but have to pick and choose their sneak attacks more carefully / out manoeuvre their targets. These guys make active scanners more important again.
If you want to run a shotgun wielding armour tanked scout then fine for that too but you loose the cloak and dampening meaning that you are visible and more scannable but can take and dish out a lot of damage.
Maybe high SP well built Proto players can run the shotgun cloak combo?
As I said I haven't been around long enough to fully understand the issues of balanced scouts etc so this may be way off track. If so then sorry. Also I get that a lot of balance issues are drastically altered when running in well coordinated squads etc. As a newberry i have limited experience of this so far. I feel maybe these tweaks would be geared more to solo that squad play?
This would then also make other classes more relevant again. Need to attack a defended objective? Tweak the assault suit slightly so that it can, for example, run a Mass Driver and a Shotgun/SMG combo (maybe too much I admit....) but then they are ideal for area denial and clearing up stragglers without overlapping a scout or being able to engage at long range. Commando's could then sit in the middle of the two with the ability to operate a bit more stealthily behind enemy lines, dropping uplinks etc but with less firepower than an assault but more stealth and less stealth than a scout but more, and more varied firepower.
I'm guessing however that none of this really falls under the realm of a hotfix. |
Joel II X
Dah Gods O Bacon
2100
|
Posted - 2014.03.31 10:54:00 -
[35] - Quote
Garrett Blacknova wrote:Joel II X wrote:When you switch to a weapon, you decloak and emit a loud noise. I'm not sure how fast the enemy is able to see you in the decloak animation, but the sound is still there. To be fair, while I'm told it's quite a loud noise for the user, it's actually fairly subtle for people witnessing the cloaked players. It's not a loud noise to the person getting shot. That's one thing I think needs a slight (ONLY SLIGHT) tweak. And the decloak animation takes long enough for someone fast to get 2 Shotgun rounds onto a target, but as you said, if you got that close without them seeing you, either you wouldn't have been seen without the cloak, or they weren't paying attention. Wasn't aware of the sound from the other point of view. I assumed it was loud because when I decloaked, some guy turned around and started spewing hot plasma.
+1 for the enlightenment. |
Zaaeed Massani
RisingSuns
77
|
Posted - 2014.03.31 11:01:00 -
[36] - Quote
The good scouts never needed cloaks anyway.
3/10 Federal Marines
1/10 Republic Command
Commando Pride
|
Garrett Blacknova
Codex Troopers
4724
|
Posted - 2014.03.31 11:07:00 -
[37] - Quote
Edgar Reinhart wrote:I'm a bit of a newberry at the whole Dust experience...... 3mil SP and on the whole still running Militia gear so EVERYTHING seems OP to me! I'm kind of enjoying myself and at the moment want to keep grinding away. I'm therefore not well versed in the ongoing back and forth issues with balance and can therefore only comment on how the game is playing for me at this moment in time. While I don't like telling people who are new that they don't understand the game, in this particular case, I'm leaning towards it being true.
Quote:I don't think scouts, cloaks or shotguns are OP or unbalanced at the moment but I do think the scout, shotgun, cloak as a combination is. High Speed, Wide Scanner Radius, OHK ability and zero visibility on most scanners seems to me to be too much of a win, win, win, win combo. I know that they are lower on HP etc but armour modules appear, on the whole, to make that almost a non problem. Armour modules fit in the same slots as dampening. You can't have a STEALTHY cloaked Shotgunner without compromising armour, and you can't have an armoured cloaked Shotgunner without losing stealth. If you brick tank your Scout, other players will scan you - passively and actively.
Also, the cloak doesn't make players particularly invisible. The advantages are slight reduction in visibility that only works on opponents who aren't paying attention, and a slight dampening bonus which basically requires you to NOT be brick-tanked if you want to take proper advantage.
Quote:I'd like to see the need to specialise fits more become the way around these problems. Rather than nerfing, boosting, anything make it down to choice and play style by pushing people towards certain fits.
For example. If someone is running a cloaked, heavily damped scout, then great, but loose them their shotgun. Sidearms and knives only giving you a silent stealth assassin type character. They have speed/ electronic and optical stealth/ good situational awareness but less firepower, although still a OHK with knives.
If they want the shotgun then they loose the cloak but can still run full dampeners and precision mods meaning that they are still unscannable by 90% of other players have great situational awareness and speed but need to think more about sneaking around. They have speed, electronic stealth and the ability to OHK but have to pick and choose their sneak attacks more carefully / out manoeuvre their targets. These guys make active scanners more important again.
If you want to run a shotgun wielding armour tanked scout then fine for that too but you loose the cloak and dampening meaning that you are visible and more scannable but can take and dish out a lot of damage. That's not "pushing people towards certain fits", it's locking out customisation options. It's also not "making it down to choice and playstyle", it's a hard, HARD nerf on Scouts. Sniper Scouts who use a cloak to move from one sniper pech to the next are MEANT to be a viable Scout fitting. Cloaked Shotgun Scouts are MEANT to be a viable Scout fitting. Cloaked Rifle-wielding Scouts are MEANT to be viable as well. Proposing a reduction in flexibility for Scout suits and claiming that you're promoting "choice" is a pretty bad idea.
Quote:Maybe high SP well built Proto players can run the shotgun cloak combo? And this makes it look like you're paying absolutely no attention to how the game mechanics work, because lots of SP shouldn't be giving people significantly different options to lower SP players. Slight tweaks and small advantages are all SP gets you.
Quote:This would then also make other classes more relevant again. Need to attack a defended objective? Tweak the assault suit slightly so that it can, for example, run a Mass Driver and a Shotgun/SMG combo (maybe too much I admit....) but then they are ideal for area denial and clearing up stragglers without overlapping a scout or being able to engage at long range. Commando's could then sit in the middle of the two with the ability to operate a bit more stealthily behind enemy lines, dropping uplinks etc but with less firepower than an assault but more stealth and less stealth than a scout but more, and more varied firepower. The only other suit which really has any lack of relevance is the Assault suit, and the best solution there is to make it what it always should have been - an adaptable and customisable suit with a lot of module slots. Logis are meant to have all the equipment, but AREN'T meant to be as adaptable as Assaults, yet they get all the module slots AS WELL AS their equipment slots. Add an extra slot (maybe 2) on Assaults, take one from Logis, but give the Logis a small HP buff to balance out their loss of customisability. |
Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
0
|
Posted - 2014.03.31 12:12:00 -
[38] - Quote
Happy to stand corrected. As I said, new, learning, long way to go. |
Cardio Therapy
Tech Guard RISE of LEGION
5
|
Posted - 2014.03.31 18:25:00 -
[39] - Quote
Wow I see a lot of exploiters. People just love to exploit. Of course it is normal that all the exploiters fight to keep their new favorite exploit. I believe that this is just a test of the cloak and it will be changed. I said in the post repaired and not nerfed, because you nerf something OP in order to be in line with the alternatives, but the cloak field is broken and need to be repaired. We need in this games many classes that are all playable. We don't need to lose assaults and logos because of the scouts and commandos. Commandos are no good at last. Need some changes in logos to be playable again. |
Faunher
Ivory Vanguard
155
|
Posted - 2014.03.31 18:30:00 -
[40] - Quote
Logis are very much playable. The nerf that happened to them put them in their intended roles. Logis are meant to be equipment masters, and now CCP made logi suits complimentary to that ideal. |
|
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |