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Athena Sentinel
SOE Knights Templar
246
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Posted - 2014.04.12 06:25:00 -
[1] - Quote
Lets start this backwards... What will nerfing the cloak do? The other major issue evolving is the heavy unbreakable tank fits. I have already seen some. Props, my cloak scout can only knife them, and when they survive that 90% of the time I am dead. NOPE. Cloak nerfs will nerf Scouts back to pre 1.8 - But its not 1.7 there is a new abundance of heavies! When the Cloak is nerfed the FOTM player types will all switch to heavy suits with huge tanks until 1.9 (nerfs them). So many people in heavies, it will force players in lighter suits to use Assault and logi, you will need the HP to even compete. a 300HP scout with no cloak and a shotgun runs into a 1000HP Heavy with a shotgun.
What has the Cloak done for the game:
Already people are getting wise to it. It has limited the amount of soloers and hero hunters. People are player more as a team, they are not blindly running into buildings, they wait for a scout or back up. Logi and Assault are not just solo running around hacking. You see less proto suits in public matches because even they die trying to run the hero solo hunter. That is bad? NO!...
The cloak has increase the in-game tactics more then anything else in 1.8 update.
Acceptable nerf:
Small increase in decloak delay (SMALL) with a added sound effect for the other player. This would allow the other player to hear the scout decloak even if the scout was out of view. It would limit some decloaking right beside enemies - as the added warning would alert them and others close. This is a similar effect used in other MMOs.. Where cloak is real CLOAK!! invisible... which makes these nerfs sad.. its already not real cloak!
Nerfing the Cloak will nerf the NANO knife back to pre 1.8 and will put all the (precision enhances, dampeners, range increasers) back in the useless pile.
The current issue is the gap, unbreakable tanks require players to fit shields and armor ++. But then scouts make players fit precision enhances and dampeners.... They can't fit both - or they are gimped.. The game in 1.8 is paper, rock, scissors... Don't pick paper |
General John Ripper
19795
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Posted - 2014.04.12 06:55:00 -
[2] - Quote
I will get the marshmellows ready for the fire.
p.s. i disagree with the sound delay.
I just think you need to shorten the length of time you stay cloaked. Be wiser on when or when not to activate it. This will help seperate skill from noobs trying to abuse invisibility
My like count = Nominate Ripper 4 CCP petition
I'll fix the game.
Sign it to let CCP know we are serious.
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Athena Sentinel
SOE Knights Templar
246
|
Posted - 2014.04.12 07:04:00 -
[3] - Quote
General John Ripper wrote:I will get the marshmellows ready for the fire.
p.s. i disagree with the sound delay.
I just think you need to shorten the length of time you stay cloaked. Be wiser on when or when not to activate it. This will help seperate skill from noobs trying to abuse invisibility
We are kind of suggesting the same thing. The sound delay lets 300HP scouts run around and find the right situation to attack or to inform squad. But with a sound warning on decloak you could not kill a whole group even if they were not on mics bla bla.. This will limit some declock to kill tactics.. Scouts would see the place, decloak 15m away and come in for the kill.
Your suggestion just leaves scouts naked and easy to run into and kill similar to 1.7 - reverse it so its harder to decloak close to enemies lets the scout use positional tactics and makes it harder for noobs who just run in an decloak to kill.
If you limit the cloak timer you will just nerf the cloak for its intended use. The noobs will abuse anything FOTM - it will be what ever is OP next, which we know is heavy tanks. |
General John Ripper
19798
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Posted - 2014.04.12 07:19:00 -
[4] - Quote
I just picture this happening.
Beeeep
Shotgun
Headshot
Assuming the shotgunner knows how to aim and hit detection doesn't screw him up. But still noobs will still be noobs. It is the noobs abusing this and you expect them to comprehend positional tactics? Even with a beep and warning a shotgun can still do alot of damage. Their kdr's will still suffer for it though...
My like count = Nominate Ripper 4 CCP petition
I'll fix the game.
Sign it to let CCP know we are serious.
|
Jack McReady
DUST University Ivy League
1272
|
Posted - 2014.04.12 07:31:00 -
[5] - Quote
Athena Sentinel wrote: 300HP scouts. scouts dont have 300 HP, they have more unless you are using minmatar one or are a scrub with a bad fit |
Garrett Blacknova
Codex Troopers
5090
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Posted - 2014.04.12 08:11:00 -
[6] - Quote
Athena Sentinel wrote: Small increase in decloak delay (SMALL) with a added sound effect for the other player. This would allow the other player to hear the scout decloak even if the scout was out of view. It would limit some decloaking right beside enemies - as the added warning would alert them and others close. This is a similar effect used in other MMOs.. Where cloak is real CLOAK!! invisible... which makes these nerfs sad.. its already not real cloak! THIS IS ALREADY IN THE GAME. There already IS a sound when decloaking. It doesn't always play though, it needs to be treated as a higher priority so it plays in favour of other sounds in the game, and it needs the volume turned up a bit because at present, it's loud enough for the cloaker, but not loud enough for their intended victim most of the time.
Also, I would prefer no nerf to cloaks and just fixing the sound and the glitches which let people perma-cloak (because that means you can stay cloaked, pull your weapon and fire and extra couple of shots before your cloak breaks fully). The partial visibility you get AS SOON AS YOU START DECLOAKING in addition to an actually audible sound should be sufficient.
If they do decide a nerf is necessary, I want CCP to consider UNDER-nerfing instead of their usual over-nerf everything into the ground approach. If they try just speeding up the decloak animation slightly (or making it happen about 0.5s earlier, or adding 0.5s to the swap out animation for the cloak), and maybe a reduction from 25% dampening to 10 or 15% as a first step, maybe the cloak will become less powerful WITHOUT needing massive changes to cut out most of its usefulness.
Against intelligent and skilled players, the dampening bonus is the primary use for the cloak, because the "invisibility" doesn't really make you particularly invisible. |
Garrett Blacknova
Codex Troopers
5090
|
Posted - 2014.04.12 08:12:00 -
[7] - Quote
Jack McReady wrote:Athena Sentinel wrote: 300HP scouts. scouts dont have 300 HP, they have more if you are a scrub with a bad fit Fixed that for you. |
Rich o
United Pwnage Service RISE of LEGION
193
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Posted - 2014.04.12 10:16:00 -
[8] - Quote
Jack McReady wrote:Athena Sentinel wrote: 300HP scouts. scouts dont have 300 HP, they have more unless you are using minmatar one or are a scrub with a bad fit
LOL, my to-go fit has 320 HP (Gallente) and I have no problems at all, as long as I don't run into organized squads. Most scouts using biotics have around 200-300 HP. Only because YOU are not able to run a low-HP suit doesn't mean that others doing so are scrubs
2nd place in EU Squad Cup
Master Shinobi
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Athena Sentinel
SOE Knights Templar
247
|
Posted - 2014.04.12 14:53:00 -
[9] - Quote
General John Ripper wrote: It is the noobs abusing this and you expect them to comprehend positional tactics?
I am hoping the right people will read this. trolling over scout HP being rounded to 300 is no the topic here. Its just the minor thing they can troll the post over.
The fact is the abundance of new heavy suits will make the scout nerf back to 1.7 even worse. People will go back to stacking all armor and shield s on ever suit to combat heavy influx. To bad people need to troll semantics instead of addressing the topic and issue I have presented. I think it shows they have nothing to offer and re as you say John Ripper... unable to comprehend tactics.
P.S They did not troll my heavy suit HP round up to 1000 only the scout. Why, I bet because they have no idea what the Heavy suits HP is now LOL |
Athena Sentinel
SOE Knights Templar
247
|
Posted - 2014.04.12 16:06:00 -
[10] - Quote
Rich o wrote:Jack McReady wrote:Athena Sentinel wrote: 300HP scouts. scouts dont have 300 HP, they have more unless you are using minmatar one or are a scrub with a bad fit LOL, my to-go fit has 320 HP (Gallente) and I have no problems at all, as long as I don't run into organized squads. Most scouts using biotics have around 200-300 HP. Only because YOU are not able to run a low-HP suit doesn't mean that others doing so are scrubs
I think you failed to understand the overpost and topic... |
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Rich o
United Pwnage Service RISE of LEGION
194
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Posted - 2014.04.12 17:42:00 -
[11] - Quote
Athena Sentinel wrote:Rich o wrote:Jack McReady wrote:Athena Sentinel wrote: 300HP scouts. scouts dont have 300 HP, they have more unless you are using minmatar one or are a scrub with a bad fit LOL, my to-go fit has 320 HP (Gallente) and I have no problems at all, as long as I don't run into organized squads. Most scouts using biotics have around 200-300 HP. Only because YOU are not able to run a low-HP suit doesn't mean that others doing so are scrubs I think you failed to understand the overpost and topic...
Why? Jack picks the "300HP scouts" out oft your post, says that only scrubs with crappy fittings vor minmatar-scouts have 300 HP (all the others more) and I replied to this particular comment. Has nothing to do with your post or the topic.
2nd place in EU Squad Cup
Master Shinobi
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Athena Sentinel
SOE Knights Templar
248
|
Posted - 2014.04.12 18:08:00 -
[12] - Quote
Rich o wrote:Athena Sentinel wrote:Rich o wrote:Jack McReady wrote:Athena Sentinel wrote: 300HP scouts. scouts dont have 300 HP, they have more unless you are using minmatar one or are a scrub with a bad fit LOL, my to-go fit has 320 HP (Gallente) and I have no problems at all, as long as I don't run into organized squads. Most scouts using biotics have around 200-300 HP. Only because YOU are not able to run a low-HP suit doesn't mean that others doing so are scrubs I think you failed to understand the overpost and topic... Why? Jack picks the "300HP scouts" out oft your post, says that only scrubs with crappy fittings vor minmatar-scouts have 300 HP (all the others more) and I replied to this particular comment. Has nothing to do with your post or the topic.
Oh my bad, I thought you were flaming me. But your not, sorry! |
Maken Tosch
DUST University Ivy League
7915
|
Posted - 2014.04.12 18:26:00 -
[13] - Quote
The only nerf I would accept is to make the cloak deactivation instant rather than taking a while to fully decloak.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Athena Sentinel
SOE Knights Templar
248
|
Posted - 2014.04.12 18:28:00 -
[14] - Quote
Maken Tosch wrote:The only nerf I would accept is to make the cloak deactivation instant rather than taking a while to fully decloak.
How is that a nerf? |
Maken Tosch
DUST University Ivy League
7916
|
Posted - 2014.04.12 18:31:00 -
[15] - Quote
Athena Sentinel wrote:Maken Tosch wrote:The only nerf I would accept is to make the cloak deactivation instant rather than taking a while to fully decloak. How is that a nerf?
I'm asking myself that question now. Some people see it as a nerf.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1982
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Posted - 2014.04.12 18:31:00 -
[16] - Quote
Maken Tosch wrote:The only nerf I would accept is to make the cloak deactivation instant rather than taking a while to fully decloak.
this. It's apparently lag that's doing that, so it's a bug tbh.
click me
Blup Blub Bloop. Translation: Die -_-
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Athena Sentinel
SOE Knights Templar
248
|
Posted - 2014.04.12 18:35:00 -
[17] - Quote
Maken Tosch wrote:Athena Sentinel wrote:Maken Tosch wrote:The only nerf I would accept is to make the cloak deactivation instant rather than taking a while to fully decloak. How is that a nerf? I'm asking myself that question now. Some people see it as a nerf.
Other acceptable nerfs (not all together but one)
Would be a declock effect when shot (currently you stay cloaked)
You go live on mini map when firing weapons, scouts would be visible on the mini map when firing - for all weapons but knifes - Give us scouts that!!
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Maken Tosch
DUST University Ivy League
7916
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Posted - 2014.04.12 18:40:00 -
[18] - Quote
Athena Sentinel wrote:Maken Tosch wrote:Athena Sentinel wrote:Maken Tosch wrote:The only nerf I would accept is to make the cloak deactivation instant rather than taking a while to fully decloak. How is that a nerf? I'm asking myself that question now. Some people see it as a nerf. Other acceptable nerfs (not all together but one) Would be a declock effect when shot (currently you stay cloaked) You go live on mini map when firing weapons, scouts would be visible on the mini map when firing - for all weapons but knifes - Give us scouts that!! (But then all go live on map when firing :D)
Well, for starters, it does make sense to at least decloak the user if hit by a FLUX of all things. The flux is an EMP weapon after all.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Athena Sentinel
SOE Knights Templar
249
|
Posted - 2014.04.12 18:45:00 -
[19] - Quote
Maken Tosch wrote:Athena Sentinel wrote:Maken Tosch wrote:Athena Sentinel wrote:Maken Tosch wrote:The only nerf I would accept is to make the cloak deactivation instant rather than taking a while to fully decloak. How is that a nerf? I'm asking myself that question now. Some people see it as a nerf. Other acceptable nerfs (not all together but one) Would be a declock effect when shot (currently you stay cloaked) You go live on mini map when firing weapons, scouts would be visible on the mini map when firing - for all weapons but knifes - Give us scouts that!! (But then all go live on map when firing :D) Well, for starters, it does make sense to at least decloak the user if hit by a FLUX of all things. The flux is an EMP weapon after all.
I agree, but lets not make this a cloak nerf - make it a grenade update. The Flux should effect all equipment then... Drop uplinks, ammo, reps, scans (for a time, maybe 5 secs). But EMP would effect all these things... If it effected the cloak? |
Delanus Turgias
Subdreddit Test Alliance Please Ignore
368
|
Posted - 2014.04.12 18:55:00 -
[20] - Quote
General John Ripper wrote:I will get the marshmellows ready for the fire.
p.s. i disagree with the sound delay.
I just think you need to shorten the length of time you stay cloaked. Be wiser on when or when not to activate it. This will help seperate skill from noobs trying to abuse invisibility I think a change to cloaks to make them have much shorter duration but much faster recharge would alleviate some of the problems. It makes moving from cover to cover while cloaked still easy, but makes it more difficult to sprint across entire complexes while maintaining cloak. It will force scouts to play more hit and run by making the cloak a "wave of opportunity" equipment, instead of an essentially permanent boost like it is now.
Closed Beta Vet since May, 2012
TEST Alliance Best Alliance
Proud owner of essentially every BPO in Dust
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Athena Sentinel
SOE Knights Templar
253
|
Posted - 2014.04.12 19:02:00 -
[21] - Quote
Delanus Turgias wrote:General John Ripper wrote:I will get the marshmellows ready for the fire.
p.s. i disagree with the sound delay.
I just think you need to shorten the length of time you stay cloaked. Be wiser on when or when not to activate it. This will help seperate skill from noobs trying to abuse invisibility I think a change to cloaks to make them have much shorter duration but much faster recharge would alleviate some of the problems. It makes moving from cover to cover while cloaked still easy, but makes it more difficult to sprint across entire complexes while maintaining cloak. It will force scouts to play more hit and run by making the cloak a "wave of opportunity" equipment, instead of an essentially permanent boost like it is now.
The issue here is scouts still run around naked and open to distance weapons that have consumed many aspects of the game. With very low HP that some rifles can remove in 2-5 secs, scouts need cloak timers to be long. They are not the issue.
Your suggestion will lead to more brick scouts playing like cloaky assault suits with distance weapons. I will run up 700HP and cloak behind them to unleash my Combat Rifle from 35m... Believe me that is not the cloak style you wan to promote.
Your still looking at the wrong end. Don't remove utility - Make the combat tactics harder...
Longer delay before you can recloak, decloaking sound and small weapon use delay when decloaking (my idea). Make sense? - This will giv ethe cloak utility still for scouting... and will allow skilled cloak users the ability to see be assassins (something CCP said would be in Dust 514). |
axis alpha
Red Star. EoN.
306
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Posted - 2014.04.12 19:23:00 -
[22] - Quote
There needs to be a 5 second delay before you can fire or deploy anything after you decloak
We won't follow the deceiver.
You let this be your warning.
The path of the wretched is burning..
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Athena Sentinel
SOE Knights Templar
253
|
Posted - 2014.04.12 19:28:00 -
[23] - Quote
axis alpha wrote:There needs to be a 5 second delay before you can fire or deploy anything after you decloak
Wow did you just invent that number? I think so.. But yes a delay will help.. 5 seconds would kill knifer assassins. The issue is not just the cloak. Small changes to the shotgun to, the one variant is useless and the 2 shot SG should be the only insta killing.
I think there is more then just QQ NERF screaming (all we have see thus far). |
axis alpha
Red Star. EoN.
306
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Posted - 2014.04.12 19:40:00 -
[24] - Quote
Yeah I did but I could care less I haven't even tried using a cloak I run a cko scout and I'm doing just fine with out it. I'm just tryingto look for non scouts who are really suffering
We won't follow the deceiver.
You let this be your warning.
The path of the wretched is burning..
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
771
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Posted - 2014.04.12 19:47:00 -
[25] - Quote
The cloak needs to have that free non-stacking-penalized complex dampener removed from it. There is absolutely no good reason for it to be there, and it unbalances an entire form of warfare.
Fixing swarms
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Athena Sentinel
SOE Knights Templar
255
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Posted - 2014.04.13 02:05:00 -
[26] - Quote
Magnus Amadeuss wrote:The cloak needs to have that free non-stacking-penalized complex dampener removed from it. There is absolutely no good reason for it to be there, and it unbalances an entire form of warfare.
Do you know if its active when uncloaked? I thought only well you were cloaked - or are you just raging QQ? |
Galthur
Fatal Absolution Dirt Nap Squad.
441
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Posted - 2014.04.13 02:21:00 -
[27] - Quote
Is no one considering my cloaked Commando/Plasma Cannon in this debate? This would again make my plasma cannon next to useless again.
IRC guest keeps thinking I'm Obiwan
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Denn Maell
PIanet Express Canis Eliminatus Operatives
272
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Posted - 2014.04.13 02:43:00 -
[28] - Quote
I'm not really upset with how the cloak operates, just its ability to be combined with certain other weapons/modules. Armor plates are annoying when I've spotted the cloaker and unloaded a mass driver at them and they still keep coming at me and kill me. Also the shotgun's rate of fire and swap speed is so fast it has an alarming DPS and can easily blind side many sentinels.
With these combos of cloak+armor+shotgun+hit detection issues, a suicide banker can drop an otherwise well-assembled squad with good teamwork working together. I know, for I have done this. Multiple times since 1.8.
But, you see here we have the real culprits: high RoF DPS shotgun needs a scaling back (in favor of more impressive alpha damage) and plates need heavier fitting requirements and/or greater mobility penalty.
As far as the cloak itself lets exclude the glitches which should be ironed out eventually, namely the ability to fire before the decloaking finishes, and the swapping to anything other than the cloak tool doesn't insta-drain the cloak meter. Honestly, it feels fairly balanced. I would say decrease the shimmer when moving slowly would not be a bad call. Also perhaps tone down the profile dampener effect some on the Basic and Advance models (if only to make the Prototype version more attractive).
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Athena Sentinel
SOE Knights Templar
255
|
Posted - 2014.04.13 05:28:00 -
[29] - Quote
Denn Maell wrote:I'm not really upset with how the cloak operates, just its ability to be combined with certain other weapons/modules. Armor plates are annoying when I've spotted the cloaker and unloaded a mass driver at them and they still keep coming at me and kill me. Also the shotgun's rate of fire and swap speed is so fast it has an alarming DPS and can easily blind side many sentinels.
With these combos of cloak+armor+shotgun+hit detection issues, a suicide banker can drop an otherwise well-assembled squad with good teamwork working together. I know, for I have done this. Multiple times since 1.8.
But, you see here we have the real culprits: high RoF DPS shotgun needs a scaling back (in favor of more impressive alpha damage) and plates need heavier fitting requirements and/or greater mobility penalty.
As far as the cloak itself lets exclude the glitches which should be ironed out eventually, namely the ability to fire before the decloaking finishes, and the swapping to anything other than the cloak tool doesn't insta-drain the cloak meter. Honestly, it feels fairly balanced. I would say decrease the shimmer when moving slowly would not be a bad call. Also perhaps tone down the profile dampener effect some on the Basic and Advance models (if only to make the Prototype version more attractive).
I agree issue would be with the shotgun not the cloak mechanics. |
Cardio Therapy
Tech Guard RISE of LEGION
6
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Posted - 2014.04.13 06:42:00 -
[30] - Quote
Athena Sentinel wrote:Lets start this backwards... What will nerfing the cloak do? The other major issue evolving is the heavy unbreakable tank fits. I have already seen some. Props, my cloak scout can only knife them, and when they survive that 90% of the time I am dead. NOPE. Cloak nerfs will nerf Scouts back to pre 1.8 - But its not 1.7 there is a new abundance of heavies! When the Cloak is nerfed the FOTM player types will all switch to heavy suits with huge tanks until 1.9 (nerfs them). So many people in heavies, it will force players in lighter suits to use Assault and logi, you will need the HP to even compete. a 300HP scout with no cloak and a shotgun runs into a 1000HP Heavy with a shotgun. What The current issue is the gap, unbreakable tanks require players to fit shields and armor ++. But then scouts make players fit precision enhances and dampeners.... They can't fit both - or they are gimped.. The game in 1.8 is paper, rock, scissors... Don't pick paper ...If you nerf scissors, there will be forum fires made with all the rocks banging together
Are you kidding me. Do you really play the game. 80% are scouts right now. therae are virtually no assaults and I am maybe the only commando, and few logis. scout is and assault and logi now.
Something become very wrong.
the suggestion to reduce the time of the cloak is a kind of good. before the cloak there were also many scouts and they were good as well. |
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