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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1993
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Posted - 2014.03.30 19:21:00 -
[1] - Quote
1. Unless you're walking against a background that matches the color of the shimmer, which seems to happen often 2. Except that you can fire or use the gear you selected before the de-cloak animation finishes 3. This would be a drawback if the energy pools on the advanced / proto cloaks weren't so large. Even on standard I don't have problems decloaking, one-shotting someone and then recloaking around a corner to make my escape. 4. Again, it doesn't make the noise until after you've killed the person you were ganking. Not a drawback. It's also very quiet, and easily missed when people are shooting. It also matches the noise made by people spawning. 6. If you just happen to aim at the exact spot the scout is in. If there are any walls / cover around you might see him for a split second, then he'll be gone. If you try to follow him you'll die. 7. And this is why everyone is running Cal / Gal scout or heavy. They outclass assault suits, and running logi is pretty much suicidal. I used to make isk running logi. No more. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1993
|
Posted - 2014.03.30 19:45:00 -
[2] - Quote
I'd also make two different proximity checks for cloaking. If you get too close to an enemy right now you decloak which is fine (though I've never heard of it happening). The change I'd make is add a second check for turning a cloak field on. If a bad guy is within a somewhat larger distance then your cloak won't turn on until you get further away. It'd stop scouts from using buildings / groups of rocks as get out of jail free cards after attacking an entire squad in close formation. It's this ability, combined with the shoot before decloak is finished problem, that is letting scouts take apart entire squads solo.
No idea what that second distance should be...maybe 5 or 10 meters. Keeping a scout from playing whack-a-mole with a squad like that would give the 5 people who didn't die after that attack a chance to actually retaliate. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1993
|
Posted - 2014.03.30 20:06:00 -
[3] - Quote
The long link times are fine. You shouldn't be able to spam links in an area and then defend it with a clown car strategy. The main problem is that scouts are camping or destroying all of the links before you can spawn on them. In games where there isn't an overpopulation of scouts on the other team links are working great. I'd rather take an extra few seconds to spawn where my squad is at, rather than spawning a little bit faster then having to run halfway across the map hoping to not cross paths with a scout.
Main reason links are getting taken out like that in the middle of a well defended area: again, because scouts know they can disengage at will. Cloaks are being used purely as an offensive tool, not a defensive / utility one. Defensive / utility would be using it to cross open areas to get to cover or setting up ambushes. Not walking into the middle of a firefight and killing the logis / equipment, then pulling a batman and disappearing. |
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