Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1380
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Posted - 2014.04.07 04:46:00 -
[1] - Quote
Cotsy8 wrote:If we ignore the game issues, lag, etc... Here's the list: Remove cloaks, minor tweaks some classes with overhaul to assault class needed. Add racial parity in equipment, weapons, vehicles. More, better maps.
Why the fuss, just get rid of them. Because they add depth, richness and interest to combat. It creates a demand for a huge variety of fits with enhancers, range extenders, damps, etc instead of just stacking max brick tank. The cloak allows the scout to take down sentinels, which everyone would be QQing about if there weren't scouts. This game is rock-paper-scisors, you nerf rocks and paper and you're left with everyone running around with scissors. It's f*cking boring in a shooter that's supposed to be different, reward diversity, with a broad array of fittings and play styles.
Cloaks are powerful, and need equally powerful counters. Active scanners were probably nerfed too hard. Nobody wants to return to "scannerina" days, but increasing the scan arc and reducing the cool down a bit would be a good place to start. The solution to cloaks isn't to nerd them into uselessness like the f*cking flay lock. It's to buff the counters and refine the parts that are broken (you should be visible before firing). Cloaks instill paranoia and fear (like snipers) this is an interesting combat mechanic because we have stuff to loose. It makes combat more intense and you never feel safe anymore. That is a good thing.
Ways to fix the cloak without making it pointless: 1. reasonable, brief weapon-fire delay after decloaking (maybe 1.5 - 2 seconds). 2. Nerf cloak's damp bonus: either completely remove it, or at least have it scale with cloak tiers (complex damp from STD cloak is unbalanced). 3. decloak from taking damage with recloak delay penalty (maybe 4 seconds). I've heard different mechanics suggested for this including the cloak's duration taking damage from the incoming fire. E.g. if your cloak takes 20% damage from fire, then getting hit for 100HP's will reduce your cloak by 20 seconds. If that is less than your remaining time on your cloak, you'll decloak and have to wait for your cloak to recharge to 50% before reactivating it.
Ways to buff counters: 1. Add new active scanner module. It scans in 360 degrees with a range of 20m. The scan can be used constantly with no cool down, but it only scans while trigger is down, and you can't move while using it. Scanned targets immediately vanish from Tacnet when you release the trigger (i.e there is no lingering scan duration). This would not replace existing scanners, but be an additional option.
2. Buff assaults. Most assaults are underwhelming, and could use some love to help differentiate them from scouts. I suggest fixing the Caldari and Gallente assault bonuses, and giving all assault suits one additional slot with additional CPU/PG to fill it with something decent.
3. Add a deployable module that decloaks anything within a 10m radius. It lasts until destroyed, and is easily to visually distinguish from other existing deployable equipment.
4. Add thermal binoculars as equipment. You can detect everything with heat but won't have your weapon out, and you won't get tacnet's help, so many of the heat signatures you see will be from friendlies.
Best PvE idea ever!
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