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Cardio Therapy
Tech Guard RISE of LEGION
4
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Posted - 2014.03.30 17:21:00 -
[1] - Quote
Cloak is a must and should not be removed. It need to be repaired, not Nerf.
What is cloak for? What is scout for? Scout is to sneak behind enemy lines and to: drop uplinks, scan the enemies, hack objectives fast.
Cloak need charge up time to start and at least 2 sec delay before changing to weapon, means cloke down and stuck for two sec before using the weapon. Means no cloaked scouts shoot unseen. Cloak must be used with other equipment without drop down the cloak field. Like that cloaked scouts will drop uplinks, will hack objectives, will drop proxies and so on unseen and behind enemies lines. But will not be able to shoot. They to be stuck for 2 sec uncooked after switch to weapon from cloaked. This will stop invisible killers and will bring scouts to their role.
Also need some |
Joel II X
Dah Gods O Bacon
2085
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Posted - 2014.03.30 17:33:00 -
[2] - Quote
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). |
BL4CKST4R
WarRavens League of Infamy
2328
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Posted - 2014.03.30 17:39:00 -
[3] - Quote
The usefulness of the cloak is slowly deteriorating as players are adapting quickly. It should be left alone until may except for bug fixes.
For the Federation!
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Alena Ventrallis
The Neutral Zone
1076
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Posted - 2014.03.30 17:43:00 -
[4] - Quote
Decloaking from damage is bad. Decloaking from fluxes is good.
Best PVE idea I've seen.
Fixed link.
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Cardio Therapy
Tech Guard RISE of LEGION
4
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Posted - 2014.03.31 05:12:00 -
[5] - Quote
With the cloak and the new ttk the scouts took the role of the assaults. the medium dropsuits with this patch are almost useless. Changing the way the cloak works is important to bring the scouts to their real position and to make them better assaults than the assaults.
the game needs all the roles to blayed best with its class. with 1.8 logis are not assaults anymore like before but now are the scouts. |
DEZKA DIABLO
Inner.Hell
563
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Posted - 2014.03.31 05:19:00 -
[6] - Quote
Cardio Therapy wrote:With the cloak and the new ttk the scouts took the role of the assaults. the medium dropsuits with this patch are almost useless. Changing the way the cloak works is important to bring the scouts to their real position and to make them better assaults than the assaults.
the game needs all the roles to blayed best with its class. with 1.8 logis are not assaults anymore like before but now are the scouts. The problem is the assaults, not scouts and cloaks, scouts got a buff, now you move forward and buff assaults instead of going backwards and hurting scouts twice by nerfin them then buffing assaults.
Fix the med frames first then let that run then go up or down from there.
Dead trigger master , an ya I do that ISH ON PURPOSE!
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Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3846
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Posted - 2014.03.31 05:24:00 -
[7] - Quote
lol no man, just no.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Venerable Phage
Red Shirts Away Team
98
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Posted - 2014.03.31 05:25:00 -
[8] - Quote
It won't save your bacon.
Playing a scout is about patience and timing. Cloak allows you to get places.
A non cloaked scout can still kill you from behind without you knowing they were there otherwise nova knifes and shotguns wouldn't be viable.
I think shooting should rip apart the cloak and it should take double time to cool down if the cloak was ripped down. If gently dispersed, the capacitors should be quicker to rebuild. Also shooting from cloak should give a chance to burnout the cloak. Maybe with another skill to reduce the odds of that. |
Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3848
|
Posted - 2014.03.31 05:30:00 -
[9] - Quote
Cardio Therapy wrote:With the cloak and the new ttk the scouts took the role of the assaults. the medium dropsuits with this patch are almost useless. Changing the way the cloak works is important to bring the scouts to their real position and to make them better assaults than the assaults.
the game needs all the roles to blayed best with its class. with 1.8 logis are not assaults anymore like before but now are the scouts.
Logis were never assaults. This is the problem. People expected logis to not kill and reach the top of the leaderboards like they did. The fact that a logi had many kills plus high WPs just pissed people off to the point where they said they became assaults? Why they say that? Because they see a logi on the top of the leaderboard and they automatically look at his kill count as a point of reference to determine if they actually did logistics. And that was just plain wrong and ignorant. Jealousy was the problem.
Now changing the way the cloak works? How about you change the way you approach this problem instead of trying to nerf what you don't like or what kills you. It can be argued that the scouts are being played to the best of its class. It's already causing confusion that folks want to nerf the cloaking device. That's part of a scouts job. Infiltration unnoticed and disrupting enemy gameplay/plans.
Adapt and overcome
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Cotsy8
The Unholy Legion Of DarkStar DARKSTAR ARMY
186
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Posted - 2014.03.31 06:06:00 -
[10] - Quote
Cardio Therapy wrote:Cloak is a must and should not be removed. It need to be repaired, not Nerf.
What is cloak for? What is scout for? Scout is to sneak behind enemy lines and to: drop uplinks, scan the enemies, hack objectives fast.
Cloak need charge up time to start and at least 2 sec delay before changing to weapon, means cloke down and stuck for two sec before using the weapon. Means no cloaked scouts shoot unseen. Cloak must be used with other equipment without drop down the cloak field. Like that cloaked scouts will drop uplinks, will hack objectives, will drop proxies and so on unseen and behind enemies lines. But will not be able to shoot. They to be stuck for 2 sec uncooked after switch to weapon from cloaked. This will stop invisible killers and will bring scouts to their role.
Also need some
So your argument for keeping cloaks is making them useless? Yet, you seem to be in favor of keeping them. How are you arguing it should be repaired and not nerf'd... You proposal is a nerf, and a 2 second delay is significant. One Mississippi, two Mississippi, fire. Yea good idea, welcome to Mensa.
Let me answer your 2 questions. 1. What is a cloak for? A cloak is a crutch provided by CCP to help scouts who lack skillful play. Cloaks excel in two ways (offensive and defensive) first is defensive by providing players with a very low risk that their gameplay will be punished. No reason to have map awareness when you can cloak and hack objective, or cloak and climb ladders, or even cloak and run across open spaces. These are serious mistakes, yet cloaks lower the risk for such poor decisions. Cloaks also provide an offensive advantage by compensating poor play. Cloaks rewards scouts with the advantages for poor flanking, poor movement, and finally providing the "getting the drop" for just using it. It rewards poor gameplay offensively because there it lower the skill, strategy, and angles of attacks that scout should be using. Its a crutch, its easy mode, it's not necessary and not required for a scout to excel.
2. What is a scout for? A scout is a fragile, fast moving character which uses strategy, speed, and awareness to excel. It is not a slayer, it is about hacking objectives and killing based on being selective (picking off lower to medium eHP characters who are outliers). A scout should be rewarded for skillful movement and pathing but punished for mistakes and poor decisions. It is high risk, high reward class, with its drawback being its low eHP and its strength its ability to sneak up on people. This is not to say a cloak is necessary, scout could do this prior to 1.8 and even this patch provided scouts with a significant upgrade in an additional equipment slot, more class variety, increased number of slots (hi/low) and improved stealth. The increase in TTK also help scouts, but helps all classes.
There is no way you can make an argument for cloaks, when it clearly rewards poor gameplay above anything else. More importantly it is a crutch and that's why scouts are defending it so adamantly, its a significant UP to a class which doesn't need it to be successful. Scouts could prior to 1.8 and cloaks sneak up on their prey with good movement and thoughtful decisions and overall skillful play. What you are saying is you and most scouts lack the skill or patience or strategy to play like you should and therefore require a crutch that is the compensation for your fragile suit.
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Garrett Blacknova
Codex Troopers
4712
|
Posted - 2014.03.31 06:31:00 -
[11] - Quote
How to repair cloaks:
1. Rebalance medium suits. At the moment, Logis are both the equipment users AND the adaptable combat suits. Logis should be the equipment users and Assaults should be the adaptable combat suits. Reduce slots on Logis and add them to Assaults, but give Logis a buff to HP to help offset the loss of adaptability. Add PG and CPU so that Assaults can be fitted effectively, because right now, they struggle with that more often than they should.
2. Teach the people complaining about cloaks to actually use their eyes. You can see cloaked enemies if you know what to look for. If you're alert and competent, you're only likely to miss them in situations where you wouldn't see a good Scout anyway.
There was never any problem with Scouts, but there is a problem with Medium suits, and that problem is primarily that Assaults are underpowered. |
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
466
|
Posted - 2014.03.31 07:00:00 -
[12] - Quote
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 .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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hold that
Krusual Covert Operators Minmatar Republic
83
|
Posted - 2014.03.31 07:08:00 -
[13] - Quote
Alena Ventrallis wrote:Decloaking from damage is bad. Decloaking from fluxes is good. what's the difference? |
1pawn dust
Algintal Core Gallente Federation
32
|
Posted - 2014.03.31 07:09:00 -
[14] - Quote
they need a fire delay that maybe can be reduced by skills, the current cloak to shotgun exploit is totally bullshit |
KGB Sleep
942
|
Posted - 2014.03.31 07:12:00 -
[15] - Quote
Clacks are fine.
Stop talking about them. There are more important issues.
Because beer, that's why.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
466
|
Posted - 2014.03.31 07:20:00 -
[16] - Quote
Alena Ventrallis wrote:Decloaking from damage is bad. Decloaking from fluxes is good. How is de-cloaking from damage bad ???
When you take on enemy fire you loose HP's in other words one's effectiveness and if someone who is wearing a cloak take on damage the same should apply . It shouldn't be some " magic mushroom " like Mario brothers , that causes invulnerability and flux grenades should have some type of effect .
You shouldn't get some sort of " magic pass " or " golden ticket " because you wear a cloak and if spotted and confronted , those who do so should be rewarded instead of the cloaked adversary just running away unharmed .
That's why you see some who have a problem with cloaks . I for one like them and specked into scouts and won't use Logi's ( Which is what I planned on specking into 1.8 ) or assaults because their role bonuses just plane suck . But there is clearly no defining system of setback like , weapons effects on a cloaked adversary , fluxes and their role , falling while cloaked and being able to shoot or use weapons while cloaked . I for one believe that while cloaked , one should not be able to lay any explosives because that IS a weapon and if one can not use weapons while cloaked then there should be no exceptions .
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Quest Akashor
Krusual Covert Operators Minmatar Republic
0
|
Posted - 2014.03.31 07:23:00 -
[17] - Quote
Cloaks are not fine.
I've nailed scouts repeatedly with a rail rifle at mid-range only to have them slip away because it's near impossible to track the shimmering bouncing invisible field for an extended period of time.
And it takes quite a few shots to take them down because of the protobear scouts running around with 500hp.
Longer delay before weapon can be used and de-cloak on damage would fix cloak. Cry "adapt" all you want, but I'd bet ISK these two changes will happen by next patch. |
Korvin Lomont
United Pwnage Service RISE of LEGION
859
|
Posted - 2014.03.31 07:34:00 -
[18] - Quote
hold that wrote:Alena Ventrallis wrote:Decloaking from damage is bad. Decloaking from fluxes is good. what's the difference?
Easy fluxing cloaked units is harder. If damage would decloak a scout everyone would just fire their guns every where and the cloak would become pointless.
Even the flux argument is just for those who are to stupid to use what CCP already gave them.
Recticle turns red when moved over a cloaked suit Quite noticeable shimmer when moving Still scannable
And you could of course throw a locus grenade when you believe a scout is hiding in a corner, most scouts aren't hp tanked that much (and even the tanked ones will fall to core grenades).
So I really don't see the problem. And to be honest more and more players learn how to use the above mentioned counters. The cloak is already situational.
Its the same with RE's on HAV's only unaware or distracted players fall to this tactic and the same is true for the cloak. Those mindless rushing through the map trusting only their scanners and ignoring whats on the screen will fall to cloaked scouts (but they would fall anyway)
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1513
|
Posted - 2014.03.31 08:30:00 -
[19] - Quote
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.
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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VALCORE72
NECROM0NGERS Caps and Mercs
101
|
Posted - 2014.03.31 08:36:00 -
[20] - Quote
something buggn me ........ how the fk are red berries still being redlind with it in game ? you cloak . run uplinks ..... poof back in the game |
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Syeven Reed
RETR0 PR0 GAMERS
505
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Posted - 2014.03.31 08:38:00 -
[21] - Quote
Alena Ventrallis wrote:Decloaking from damage is bad. Decloaking from fluxes is good. Lol we only get 2! *sad face*
Gÿé Syeven 514
Application for CPM1
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Garrett Blacknova
Codex Troopers
4717
|
Posted - 2014.03.31 08:46:00 -
[22] - 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. Firing a Shotgun while cloaked requires you to get into Shotgun range without the other person seeing you. When cloaked players are so clearly visible while moving, this means you only used the cloak as a dampener, or "your" victim was actually only a victim of their own lack of attention.
If you don't see a cloaked enemy that close to you, that's your own mistake. I don't use a cloak, and I still haven't died to a cloaked enemy who wouldn't have killed me without the cloak.
What do you call a player that insists a weapon or mechanic is "broken" when multiple players - many of whom DON'T EVEN USE IT - are pointing out that it's not broken? Yeah. |
Joseph Ridgeson
WarRavens League of Infamy
911
|
Posted - 2014.03.31 08:47:00 -
[23] - Quote
The obvious for me is the fact that DUST is a "medium twitch shooter." This means, aside from variations like weapon range and target suit, who starts hitting first is the one that is going to win. Cloaks let you carefully hide, sneak up to someone, and instantly start firing on them. Even if they were "looking at you" and knew you were somewhere in the area, you can just decloak and instantly start firing. That one second of shooting before the enemy returns fire is what leads to the problems. I had one fight with my basic Scout where someone saw me out of cloak and I had to run. I waited cloaked around the corner. He came up, looking right at me, I swap to my gun, and kill him before he can fire. If I had not been cloaked, he would have out tanked me and killed me.
The fix is also obvious: add a 1.5 second delay from decloaking to being able to ready your weapon and disallow bringing up the module wheel, using melee attacks, or grenades when cloaked. When cloaked, you should have to have that module out and be unable to swap. If you want to fire, you have to decloak, swap weapons, and then fire; not swap weapons, fire, decloak. Adding the firing delay would mean a cloak would be used for sneaking into a position or escape rather than using it with a shotgun to kill people before you appear.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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1pawn dust
Algintal Core Gallente Federation
34
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Posted - 2014.03.31 08:50:00 -
[24] - Quote
Garrett Blacknova wrote: Firing a Shotgun while cloaked requires you to get into Shotgun range without the other person seeing you. When cloaked players are so clearly visible while moving, this means you only used the cloak as a dampener, or "your" victim was actually only a victim of their own lack of attention.
Yes because nobody ever got a kill with shotgun before cloaks
Although cloak to shotgun makes it a lot less easier, the fact somebody can camp a console completely invisible and 1 shot a person who runs down to hack is completely insane. Requires no skill, is completely undefeatable and is just clearly broken.
A person needs to be decloaked before firing, end of. |
Garrett Blacknova
Codex Troopers
4717
|
Posted - 2014.03.31 09:18:00 -
[25] - Quote
1pawn dust wrote:Garrett Blacknova wrote: Firing a Shotgun while cloaked requires you to get into Shotgun range without the other person seeing you. When cloaked players are so clearly visible while moving, this means you only used the cloak as a dampener, or "your" victim was actually only a victim of their own lack of attention.
Yes because nobody ever got a kill with shotgun before cloaks How did you get THAT from what I said? Getting a kill with a Shotgun - cloaked or not - requires you to get into Shotgun range before getting killed. The range at which a moving cloaker is visible negates the option of relying on the cloak to get this close, unless your opponent is an idiot.
Quote:Although cloak to shotgun makes it a lot less easier, the fact somebody can camp a console completely invisible and 1 shot a person who runs down to hack is completely insane. Requires no skill, is completely undefeatable and is just clearly broken. If these cloaked people are "completely invisible", how come I can still see them?
If someone is cloaked and not moving, THEY ARE STILL VISIBLE. They're not as clearly visible as they are while moving, but they CAN be seen. Even if a cloaked enemy WAS properly invisible, your crosshairs still light up when you're aiming for them, so you can just do a quick scan around the objective and fire when you see a flash of red. If they don't move, you know where they are, and if they do move, you can see them. When you hit them, you get the blue shield flash making them more visible as well, making any of your teammates nearby more likely to see the enemy as well.
It requires no skill to counter, is thoroughly defeatable and claiming otherwise is just clearly ignorant. Learn the facts about cloaks before trying to argue that something they aren't is OP. |
m twiggz
Pradox One Proficiency V.
397
|
Posted - 2014.03.31 09:30:00 -
[26] - Quote
Cardio Therapy wrote:Cloak is a must and should not be removed. It need to be repaired, not Nerf.
What is cloak for? What is scout for? Scout is to sneak behind enemy lines and to: drop uplinks, scan the enemies, hack objectives fast.
Cloak need charge up time to start and at least 2 sec delay before changing to weapon, means cloke down and stuck for two sec before using the weapon. Means no cloaked scouts shoot unseen. Cloak must be used with other equipment without drop down the cloak field. Like that cloaked scouts will drop uplinks, will hack objectives, will drop proxies and so on unseen and behind enemies lines. But will not be able to shoot. They to be stuck for 2 sec uncooked after switch to weapon from cloaked. This will stop invisible killers and will bring scouts to their role.
Also need some The only thing you said that I would agree with is some kind of time duration you'd not be able to fire your weapon after uncloaking. As in Eve there is a 10-15 second delay from when you uncloak to when you can use your weapon. In a game like Dust 10-15 seconds would be far too long, but you get the gist of what I'm saying.
Scout suit + cloak + shotgun is far too easy mode at the moment. Its the new FOTM. We all know it, most of us anticipated it.
Honestly giving people a few more weeks to adapt before changing things would be a better idea though.
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bamboo x
Eternal Beings Proficiency V.
552
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Posted - 2014.03.31 09:34:00 -
[27] - Quote
m twiggz wrote:The only thing you said that I would agree with is some kind of time duration you'd not be able to fire your weapon after uncloaking. As in Eve there is a 10-15 second delay from when you uncloak to when you can use your weapon. In a game like Dust 10-15 seconds would be far too long, but you get the gist of what I'm saying.
Scout suit + cloak + shotgun is far too easy mode at the moment. Its the new FOTM. We all know it, most of us anticipated it.
Honestly giving people a few more weeks to adapt before changing things would be a better idea though.
but then I won't be able to knife people immediately after decloaking http://www.protofits.com/fittings/view/337/2789
B.D. Wong AKA Dr. Wu returns to Jurassic Park sequel
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Niuvo
NECROM0NGERS Caps and Mercs
1000
|
Posted - 2014.03.31 09:45:00 -
[28] - Quote
I think cloaks are cool. It would be cool if we decloak from fluxes and a small disruption to cloak from weapon fire.
Also what's up with the full shimmer from slight movements. It would be cool if we remain invisible while we "sneak" (crouch/walk). Other than that it's fine. |
Jack McReady
DUST University Ivy League
1256
|
Posted - 2014.03.31 09:51:00 -
[29] - Quote
Garrett Blacknova wrote: 1. Rebalance medium suits. At the moment, Logis are both the equipment users AND the adaptable combat suits. Logis should be the equipment users and Assaults should be the adaptable combat suits. Reduce slots on Logis and add them to Assaults, but give Logis a buff to HP to help offset the loss of adaptability. Add PG and CPU so that Assaults can be fitted effectively, because right now, they struggle with that more often than they should.
I, a true logi player, think this is how it should have been from the beginning, making the logi a support that is able to take some hits and assault the true versatile main combat suit. I have suggested this a few times but it seems no one cares about assaults at all.
Garrett Blacknova wrote: 2. Teach the people complaining about cloaks to actually use their eyes. You can see cloaked enemies if you know what to look for. If you're alert and competent, you're only likely to miss them in situations where you wouldn't see a good Scout anyway.
this is not that easy as you make it sound.
first on some areas the ambient color and light level makes it very hard to notice. and second you can get off ~3 shotgun shots off during the "decloak".
Garrett Blacknova wrote: There was never any problem with Scouts, but there is a problem with Medium suits, and that problem is primarily that Assaults are underpowered.
but there is a problem now. before scouts were not able to touch the domain of the assault because the assault could simply get more ehp. I dont think that scouts were supposed to have that much health. |
Garrett Blacknova
Codex Troopers
4720
|
Posted - 2014.03.31 10:01:00 -
[30] - Quote
Jack McReady wrote:I, a true logi player, think this is how it should have been from the beginning, making the logi a support that is able to take some hits and assault the true versatile main combat suit. I have suggested this a few times but it seems no one cares about assaults at all. That's because Assaults have always been fine, and now that they're not, Assault players are crying "OP" at everything that kills them instead of realising that if everything else looks OP, maybe it's not everything else that needs fixing. Nobody seems to care about Assaults because not many people can process that Assaults - which have always been the balance point previously - are now an underpowered option.
Quote:Garrett Blacknova wrote:2. Teach the people complaining about cloaks to actually use their eyes. You can see cloaked enemies if you know what to look for. If you're alert and competent, you're only likely to miss them in situations where you wouldn't see a good Scout anyway. this is not that easy as you make it sound. first on some areas the ambient color and light level makes it very hard to notice. and second you can get off ~3 shotgun shots off during the "decloak". I have yet to see a map where I have any real difficulty seeing a cloaked player. And I also have yet to see a Shotgunner who got off more than a second shot before the decloak animation ended. And I have yet to see a Shotgunner who got into Shotgun range of a competent enemy while cloaked and approaching from within the enemy's field of view.
Quote:Garrett Blacknova wrote:There was never any problem with Scouts, but there is a problem with Medium suits, and that problem is primarily that Assaults are underpowered. but there is a problem now. before scouts were not able to touch the domain of the assault because the assault could simply get more ehp. I dont think that scouts were supposed to have that much health. I wasn't meaning pre-1.8 - before the new build, there were problems because Scouts needed a buff. SInce 1.8, there HASN'T been a problem with Scouts. The problems are with medium suits and with people not paying attention. |
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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. |
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