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Rifter7
Ancient Exiles. Dirt Nap Squad.
387
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Posted - 2014.04.11 13:15:00 -
[1] - Quote
flux grenades should decloak a scout for 3 seconds, and shooting a scout should make them flicker and visible for a second while it recalibrates.
i don't think cloaks or op, tho. i think they're just inconvenient. most good players see the cloakers moving and even standing still. |
Adell Shinzumakami
Paladin Survey Force Amarr Empire
227
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Posted - 2014.04.11 13:21:00 -
[2] - Quote
Anybody can see a cloaker standing still and moving. The fact of the matter is their speed and fast weapon switch makes it difficult to keep up on slower suits.
I GÖÑ RoadKill
Closed BETA vet - CLOAKING
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Rifter7
Ancient Exiles. Dirt Nap Squad.
387
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Posted - 2014.04.11 13:23:00 -
[3] - Quote
Adell Shinzumakami wrote:Anybody can see a cloaker standing still and moving. The fact of the matter is their speed and fast weapon switch makes it difficult to keep up on slower suits.
what's wrong with that? |
NAV HIV
The Generals General Tso's Alliance
1421
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Posted - 2014.04.11 13:27:00 -
[4] - Quote
Rifter7 wrote:flux grenades should decloak a scout for 3 seconds, and shooting a scout should make them flicker and visible for a second while it recalibrates.
i don't think cloaks or op, tho. i think they're just inconvenient. most good players see the cloakers moving and even standing still.
i think if flux grenades and splash damage decloaked scouts it'd make the mass driver a serious hardcounter to them. more than it already is.
Agreed with the Flux nades, but not the MD thing... Have only 240 HP on the suit, so can't afford to be seen |
Adell Shinzumakami
Paladin Survey Force Amarr Empire
227
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Posted - 2014.04.11 13:27:00 -
[5] - Quote
Rifter7 wrote:Adell Shinzumakami wrote:Anybody can see a cloaker standing still and moving. The fact of the matter is their speed and fast weapon switch makes it difficult to keep up on slower suits. what's wrong with that? Cloaked scouts are difficult to track, they have an ultimate advantage against most players who are distracted in middle of firefights. It doesn't take skills to kill a guy with a shotgun while cloaked.
I GÖÑ RoadKill
Closed BETA vet - CLOAKING
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Rifter7
Ancient Exiles. Dirt Nap Squad.
387
|
Posted - 2014.04.11 13:34:00 -
[6] - Quote
NAV HIV wrote:Rifter7 wrote:flux grenades should decloak a scout for 3 seconds, and shooting a scout should make them flicker and visible for a second while it recalibrates.
i don't think cloaks or op, tho. i think they're just inconvenient. most good players see the cloakers moving and even standing still.
i think if flux grenades and splash damage decloaked scouts it'd make the mass driver a serious hardcounter to them. more than it already is. Agreed with the Flux nades, but not the MD thing... Have only 240 HP on the suit, so can't afford to be seen
well the splash damage would only decloak for a second. not 3 like a flux.. the suits taking damage?
you disagree with that or what are you saying i dont understand? |
Victor889
The Unholy Legion Of DarkStar DARKSTAR ARMY
76
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Posted - 2014.04.11 13:37:00 -
[7] - Quote
What about if cloaks drain your shields instead of having a timer, that way when you run out, your shields go off, and fluxes would effectively short them out..
This causes issues with Gallente scouts for example who have low shields.. but then if they have 800 HP anyway, maybe it's a fair trade off..
Part time Logi,
Full time heavy.
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Izlare Lenix
Arrogance.
387
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Posted - 2014.04.11 14:10:00 -
[8] - Quote
Victor889 wrote:What about if cloaks drain your shields instead of having a timer, that way when you run out, your shields go off, and fluxes would effectively short them out..
This causes issues with Gallente scouts for example who have low shields.. but then if they have 800 HP anyway, maybe it's a fair trade off..
No. Caldari gets screwed enough in the armor is better than shields category. If my shields go down I only have 87 armor.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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Yan Darn
Science For Death
573
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Posted - 2014.04.11 14:27:00 -
[9] - Quote
I'm gonna try and convince the guys in The Barbershop to start a new thread in GD - ' Cloaks: An FAQ for your bad ideas'
Then I can I just provide a link instead of me and others having to respond to each one repeatedly.
The Ghost of Bravo
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
1315
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Posted - 2014.04.11 14:30:00 -
[10] - Quote
Yan Darn wrote:I'm gonna try and convince the guys in The Barbershop to start a new thread in GD - ' Cloaks: An FAQ for your bad ideas'
Then I can I just provide a link instead of me and others having to respond to each one repeatedly.
Seriously. The way this discussion is trending, CCPs balancing pass will probably involve scouts self-destructing if they activate their cloak with more than 500 EHP on their suit. |
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Llast 326
An Arkhos
2833
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Posted - 2014.04.11 14:33:00 -
[11] - Quote
EMP grenade should drop active timers down. Cloak, Active Scanners, Active Vehicle ModulesGǪ A new grenade for EWAR, not a Flux that will screw over Shield users.
KRRROOOOOOM
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Matticus Monk
Ordus Trismegistus
1643
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Posted - 2014.04.11 14:37:00 -
[12] - Quote
I'm all for removing the first shot while cloaked 'feature' that lets shotgun scouts get the drop on almost anyone, however I really don't think that the cloak needs any adjustment after that.
Definitely no need for a cloak to drain shields.... too much exposure for low armor scouts. Not everyone stacks HP afterall...
Double posting like a Kaiser.
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Rifter7
Ancient Exiles. Dirt Nap Squad.
388
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Posted - 2014.04.11 16:33:00 -
[13] - Quote
Yan Darn wrote:I'm gonna try and convince the guys in The Barbershop to start a new thread in GD - ' Cloaks: An FAQ for your bad ideas'
Then I can I just provide a link instead of me and others having to respond to each one repeatedly.
how is what i've suggested a bad idea? i understand you're a lazy troll - typings hard! but humor me. i need a laugh, todays slow. |
Sourdough Muffins
Royal Uhlans Amarr Empire
93
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Posted - 2014.04.11 16:35:00 -
[14] - Quote
Oh look its this thread again...
Can't you guys just create a SINGLE thread to whine in? |
Kam Elto
KILL-EM-QUICK RISE of LEGION
244
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Posted - 2014.04.11 16:45:00 -
[15] - Quote
Sana Rayya wrote:Yan Darn wrote:I'm gonna try and convince the guys in The Barbershop to start a new thread in GD - ' Cloaks: An FAQ for your bad ideas'
Then I can I just provide a link instead of me and others having to respond to each one repeatedly. Seriously. The way this discussion is trending, CCPs balancing pass will probably involve scouts self-destructing if they activate their cloak with more than 500 EHP on their suit. But you have to admit that would be cool to see.
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Bormir1r
Fatal Absolution Dirt Nap Squad.
266
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Posted - 2014.04.11 17:20:00 -
[16] - Quote
Rifter7 wrote:flux grenades should decloak a scout for 3 seconds, and shooting a scout should make them flicker and visible for a second while it recalibrates.
i don't think cloaks or op, tho. i think they're just inconvenient. most good players see the cloakers moving and even standing still.
i think if flux grenades and splash damage decloaked scouts it'd make the mass driver a serious hardcounter to them. more than it already is.
Lol I think flux nades would ironically help cloaked scouts conceal themselves even better. Kind of like that smoke powder in Batman to become "invisible."
"One does not simply" look for a scout, it looks for you.
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pegasis prime
BIG BAD W0LVES Canis Eliminatus Operatives
1635
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Posted - 2014.04.11 17:38:00 -
[17] - Quote
To be honest I think most of the complaints regarding cloaked scouts being hard to see come from folks who haven't upgraded there TV in a while as iv absolutely no problem spotting and killing all the little predator wannabees.
Proud Gunlogi pilot and forge gunner since August 2012.
I fought and bled for the State on Caldari prime.
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Yan Darn
Science For Death
578
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Posted - 2014.04.11 17:54:00 -
[18] - Quote
Rifter7 wrote:Yan Darn wrote:I'm gonna try and convince the guys in The Barbershop to start a new thread in GD - ' Cloaks: An FAQ for your bad ideas'
Then I can I just provide a link instead of me and others having to respond to each one repeatedly. how is what i've suggested a bad idea? i understand you're a lazy troll - typings hard! but humor me. i need a laugh, todays slow.
In all fairness, your idea is not bad. When the 'cloak should = shields' stuff starting appearing I could just see the rest of those...just stupid and horrible ideas and comments that occur on 90% of these threads were likely to appear.
Your idea in particular I just think is a little unnecessary right now - my position is to cause the R1 decloaking animation to occur anytime someone tries to do something that would normally deactivate cloak and see how it goes from their.
'Damage = destabilisation of some sort' and 'increase sprint shimmer/lower crouch shimmer' are fine secondary ideas. It just makes sense to fix the unintended behaviours before changing the actual mechanics - what happened to scanners kinda illustrates this.
Actually I kinda lie - my position involves just changing scout role bonus to Biotics and Electronics mods, since cloaks will always cause QQ just because of the principle of it.
Keep cloaks in though (fix logi bonus) - cloaked commandos and assaults have serious entertainment value.
Unfortunately - the people who really want cloaks to stay in? CCP.
The Ghost of Bravo
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Quil Evrything
Triple Terrors
1217
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Posted - 2014.04.11 19:07:00 -
[19] - Quote
Rifter7 wrote:flux grenades should decloak a scout for 3 seconds,
That's just random "i wish this would happen", rather than having some kind of rationale that is consistent with the existing universe. How about this:
flux remove whatever shields the target has, up to the flux e-damage limit. Then whatever flux damage is left, should subtract from target's cloak charge.
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Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
1198
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Posted - 2014.04.11 19:08:00 -
[20] - Quote
I'd prefer if it drains the stamina pool of the cloak completely, but either way i can still see cloaked scouts...
Assassination is my thing.
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