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AmlSeb
Tech Guard RISE of LEGION
49
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Posted - 2014.04.03 20:18:00 -
[1] - Quote
At the moment the cloak really excels only at waiting at key positions for enemies and then strike from behind. Not that i have a problem with it but to do so you need time, something you don-¦t really have on the STD cloak.
The other thing cloaks should be excelling is blockade running and cloaked hit-¦n-¦run tactics which are not that effective right now. This is due to its shimmering when running which will immediately be seen by anyone who only pays a bit of attention.
So far about the problems with the two play styles. You all see that there-¦s simply no way to make the cloak work good for both without making it OP or balancing it between those two without making it UP so there has to be a second variant of the cloak, let-¦s call it Flux Cloaking Module.
The regular one would be the one for infiltrating etc. It would last longer, have a higher signature dampening and a longer cloaking delay when getting out a weapon but it would be highly visible when sprinting, moving would drain energy much faster and it would have a longer reload time. You could also activate it until 25% charge.
The flux one would be as said for short bursts of invisibility as it would be needed to quickly rush past enemy lines or simply for Hit-¦n-¦Run tactics. It would have almost no shimmering, faster reload time and reduced fitting costs but would only last like 20 seconds, have no real signature reduction and have no delay for uncloaking.
The Cloak skill would increase the active time by +3% per skill level
Here as stats:
STD Cloaking Field: Active time: 45 seconds Recharge time: 30 seconds Signature reduction: -20% CPU: 160 PG: 35
ADV Cloaking Field: Active time: 60 seconds Recharge time: 40 seconds Signature reduction: -25% CPU: 230 PG: 50
PRO Cloaking Field: Active time: 75 seconds Recharge time: 50 seconds Signature reduction: -30% CPU: 330 PG: 70
STD Flux Cloaking Field: Active time: 20 seconds Recharge time: 8 seconds Signature reduction: -5% CPU: 120 PG: 25
ADV Flux Cloaking Field: Active time: 25 seconds Recharge time: 10 seconds Signature reduction: -10% CPU: 180 PG: 35
PRO Flux Cloaking Field: Active time: 30 seconds Recharge time: 12 seconds Signature reduction: -15% CPU: 270 PG: 50
For the shimmering: Full Sprint now = Running with basic cloak Full Sprint Flux = Running now
I hope you have some ideas as well
Cheers, Aml
@AmlSeb on Twitter
BPO exchange: https://forums.dust514.com/default.aspx?g=posts&m=1852003
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Cyrius Li-Moody
0uter.Heaven
4514
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Posted - 2014.04.03 20:45:00 -
[2] - Quote
Balancing the recharge rates on the current ones is a little funny. This is an issue even now. This why a lot of people run basic over adv or pro. It throws fits out of wack because if you manage the basic you don't really need the adv or pro. The recharge on the basic is so quick it doesn't matter and you don't really need a longer cloak time except for the damp bonus.
I like the idea of giving the cloak more variations ala Planetside. I think there's a place for both short duration, fast recharge, near invisible on the go type cloaks and long duration cloaks.
The way planetside 2 does the both their hunter cloaks and their stalker cloaks in my opinion are what should be considered and adapted here in Dust. One is made for infiltration/scouting one is made for killing.
Currently our cloaks are sort of "the best of both worlds" because you can both hide for extended periods of time AND run and gun. Personally I think balancing two different types of cloaks for two different styles of play is the way to go.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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G Torq
ALTA B2O
604
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Posted - 2014.04.04 07:23:00 -
[3] - Quote
Some quick observations:
1) Signature reductions of 25% or more are "insane" if not subject to stacking penalties with regular dampeners
2) Instead of only balancing on Cloak Duration and Cloak Recharge Rate/Time, consider also altering the Cloak Charge Threshold - requiring a 75% charge in order to recloak could make sense, while other cases could call for 35%.
3) Consider letting the skill increase Active Duration by 2%/lvl instead of 3%, and have a 2nd tier skill improving Cloak Recharge Rate by 2%/lvl; Cloaks, honestly, should be quite SP-costly to maximize
4) If we get 2+ distinct types, something as odd as colouration of the shimmer could be used to not only visually distinguish them, but also to impact how/when people notice them; Humans react differently to different colours, and our eyes are more adapt at handling certain colours (e.g. Blues) than others (e.g. Greens).
Disclaimer: I play around with cloaks, though far from exclusively, and both in combat-, and non-combat-fittings. I have so far not seen a use for Adv-level cloaks, and I've largely not had problems discovering cloaked enemies if they wander into my line-of-sight.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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