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ADAM-OF-EVE
Dead Man's Game
1229
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Posted - 2014.04.13 04:08:00 -
[1] - Quote
now a few of you have been killed by me over the past 2 weeks while i got my overall view of cloaks and shotguns. sorry but it had to be done. i lost a lot of isk in my trial so i like to think it balanced out a bit.
each of the flaws of the current cloak to me are completely down to trying to please everyone by fitting it all on one model when the right move would be to make more models to do the different tasks
anyway my views on the current cloaks. I believe it is and isn't broken. now i am going to list the factors i believe make the cloak good and the cloak bad and what i feel will fix the issues without destroying what should be a good role.
GOOD
invisible allows you to protect objectives and provide intel shimmer allows you to flank enemy while cloaked and only the ultra observant will see you works wonders for assassination with Nova/shotty/ACR makes the scout an excellent logistics suit very powerful infiltration tool instant damage from decloak can be fit to virtually any suit with a bit of imagination
BAD
no reactivation at <50% (now some would say that is good but look below for my reasoning) cost
ok so overall i think most of the features are perfect and that its just the balance of the features and how we perceive how they should work. this is just my view on a possible way to save what makes the cloak good but without making it obsolete.
so my view on a possible fix.
1) two types of cloak to start with. this will cater to both roles the cloak has. assassination and infiltration
assassination cloaks would be very short duration cloaks to be used in conjunction with dampeners etc to allow the ninja assassin to get in a position to see his target and cloak to get behind him. from this cloak it would be similar to now in where you can shoot straight out of cloak but would have a short reuse timer. it will also have zero shimmer
stats: 10 sec up time 10 secs Cooldown no recharge timer cpu/pg intensive cannot hack while cloaked
infiltration cloaks would be very long duration cloaks to be used in conjunction with speed and scanning modules. the infiltrator would be able to use this cloak to sneak in behind enemy lines unseen much like they can do now to deploy uplinks and other equipment. they can remain cloaked for much longer than they can do now. they can cloak at will as long as they have charge right down to 1%. what they cannot do is shoot from decloak unless decloaked by enemy fire.
stats: 60 sec up time zero cooldown slow recharge 10 sec delay before firing a weapon, using a grenade or planting remote explosives. cpu/pg intensive
only 1 type of cloak can be fit on any suit
2) critical hit zones. at the moment dust has only 1 critical hit zone and only a few weapons that can actually do significant crit damage when hitting them. now i believe the shotgun with the current cloak is bad but i also believe the ACR and nova knives are no different. they do a very high alpha damage and with the current cloak they can drop this alpha damage down with pinpoint accuracy onto an enemy from any direction. with the above cloaks and more crit zones such as the back combined with a damage reduction to these 3 weapons from decloaking would limit their effectiveness from an assault point of view from cloak strengthening their assassination use but limiting them once the assassination fails. this would increase failed assassination survival rates
3) new scout suit skills to enhance the cloak used. now this could be in the form of 2 distinct scout suit types of the above cloak names or a single scout suit with 2 passives to affect either cloak dependant on which is fit at the time. my view is this. * -5 sec to reactivation time and +5 sec to duration of assassination cloak * -5 sec to delay before firing a weapon,using a grenade or planting remote explosives and a 10% increase to recharge speed with the infiltration cloak
4) increase the cost of cloaks at all levels. these are powerful tools which the cost does not reflect. at the same time increase wp earned per kill within 2 seconds after decloak and wp earned for killing a cloaked player within 5 secs of decloaking. this rewards the assassin for doing his job correctly or the enemy who counters the assassin or is extra observant.
now these 4 things for me would save both roles without an unnecessary over nerf and still allow other suits to fit them but not be considered op by their use. it will also enhance each roles position on the battlefield.
overall though the cloak is a fun way to play dust and should remain a fun way to play. just maybe not in the current format
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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ADAM-OF-EVE
Dead Man's Game
1229
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Posted - 2014.04.13 04:08:00 -
[2] - Quote
reserved
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1989
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Posted - 2014.04.13 04:16:00 -
[3] - Quote
1: explain 2 better
2: 3 could be just skills for the cloak itself, or just add that to the scout as another bonus. the bonus we have currently needs to stay
3: 4 is a no.
The rest is fine by me.
click me
Blup Blub Bloop. Translation: Die -_-
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Adipem Nothi
Nos Nothi
152
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Posted - 2014.04.13 04:19:00 -
[4] - Quote
You conclude that cloak isn't broken. Then you propose ways to fix it.
Why?
ADAM-OF-EVE wrote: I believe it is and isn't broken.
PS: Saying stupid sh*t like ^ this ^ may cause people to mistake you for a halfwit.
Bang?
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ADAM-OF-EVE
Dead Man's Game
1230
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Posted - 2014.04.13 04:31:00 -
[5] - Quote
Godin Thekiller wrote:1: explain 2 better
2: 3 could be just skills for the cloak itself, or just add that to the scout as another bonus. the bonus we have currently needs to stay
3: 4 is a no.
The rest is fine by me.
with number 2 i'm talking about headshots. the head being a crit zone where if you get a shot on it you do more damage making your hit more successful. im sure i read somewhere SCP and sniper rifles do extra damage to the head. with a back crit zone and a damage reduction when decloaking, this would force players to assassinate from the rear and not be as affective from all direction giving the other player a fighting chance and making cloak users think about where they are before attempting to kill a player.
i also meant for the cloaked bonus to be a passive along with the current bonuses but 2 distinct scout suit types would be my prefered option as it gives the scout a combat and a support role separate from each other like most of the other suit types
why is 4 a "no". my 4 changes combined,reward you for the right use of the right equipment and punish you for failure. i was running around with a adv cloaked basic gal scout for 12k isk 2 shotting people in the back. my 1-200k isk suits can't kill that fast meaning in the isk/reward scheme of things a 1 for 1 kill in that suit is more efficient. an increase in cost would prevent or at the very least limit how much suicide scouts are out there
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1991
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Posted - 2014.04.13 04:36:00 -
[6] - Quote
ADAM-OF-EVE wrote:Godin Thekiller wrote:1: explain 2 better
2: 3 could be just skills for the cloak itself, or just add that to the scout as another bonus. the bonus we have currently needs to stay
3: 4 is a no.
The rest is fine by me. with number 2 i'm talking about headshots. the head being a crit zone where if you get a shot on it you do more damage making your hit more successful. im sure i read somewhere SCP and sniper rifles do extra damage to the head. with a back crit zone and a damage reduction when decloaking, this would force players to assassinate from the rear and not be as affective from all direction giving the other player a fighting chance and making cloak users think about where they are before attempting to kill a player. i also meant for the cloaked bonus to be a passive along with the current bonuses but 2 distinct scout suit types would be my prefered option as it gives the scout a combat and a support role separate from each other like most of the other suit types why is 4 a "no". my 4 changes combined,reward you for the right use of the right equipment and punish you for failure. i was running around with a adv cloaked basic gal scout for 12k isk 2 shotting people in the back. my 1-200k isk suits can't kill that fast meaning in the isk/reward scheme of things a 1 for 1 kill in that suit is more efficient. an increase in cost would prevent or at the very least limit how much suicide scouts are out there
There would be no need for 2 scout types just for a cloak; if there would be two, it should be for EWAR and a cloak.
Also, balancing on ISK always backfires.
click me
Blup Blub Bloop. Translation: Die -_-
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ADAM-OF-EVE
Dead Man's Game
1230
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Posted - 2014.04.13 04:37:00 -
[7] - Quote
Adipem Nothi wrote:You conclude that cloak isn't broken. Then you propose ways to fix it. Why? ADAM-OF-EVE wrote: I believe it is and isn't broken.
^ PS: Too many quotes like this, and people might mistake you for a halfwit.
read that quote again. it has a double meaning
what im saying is none of the features of the cloak are broken. its ccp squashing them all into 1 cheap device thats broken
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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ADAM-OF-EVE
Dead Man's Game
1230
|
Posted - 2014.04.13 04:46:00 -
[8] - Quote
Godin Thekiller wrote:ADAM-OF-EVE wrote:Godin Thekiller wrote:1: explain 2 better
2: 3 could be just skills for the cloak itself, or just add that to the scout as another bonus. the bonus we have currently needs to stay
3: 4 is a no.
The rest is fine by me. with number 2 i'm talking about headshots. the head being a crit zone where if you get a shot on it you do more damage making your hit more successful. im sure i read somewhere SCP and sniper rifles do extra damage to the head. with a back crit zone and a damage reduction when decloaking, this would force players to assassinate from the rear and not be as affective from all direction giving the other player a fighting chance and making cloak users think about where they are before attempting to kill a player. i also meant for the cloaked bonus to be a passive along with the current bonuses but 2 distinct scout suit types would be my prefered option as it gives the scout a combat and a support role separate from each other like most of the other suit types why is 4 a "no". my 4 changes combined,reward you for the right use of the right equipment and punish you for failure. i was running around with a adv cloaked basic gal scout for 12k isk 2 shotting people in the back. my 1-200k isk suits can't kill that fast meaning in the isk/reward scheme of things a 1 for 1 kill in that suit is more efficient. an increase in cost would prevent or at the very least limit how much suicide scouts are out there There would be no need for 2 scout types just for a cloak; if there would be two, it should be for EWAR and a cloak. Also, balancing on ISK always backfires.
is there a need for a logistics suit when most other suit can carry equipment or other combat suits for that matter. the fact is the scout has 2 distinct roles in dust at the moment. EWAR is not one of them at the moment and i have heard nothing from ccp saying it is going to be their role. its just an assumption. what we do have is scouts assassinating people and scouts sneaking behind enemy lines dropping uplinks and taking positions. a cloak that does everything is like giving a logibro a reptool that heals,revives and restocks ammo
a tweak to the cost of cloaks is not balancing on isk. its just common sense that a powerful tool should be priced appropriately. 9k for a proto cloak is not priced appropriately. now i'm not saying it should be 35k isk or something like that but at least it should be similar in costs to other active equipment.
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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