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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
1972
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Posted - 2014.04.17 16:14:00 -
[31] - Quote
General12912 wrote:Seymor Krelborn wrote:EDIT: judging by godin and the 2 likes he got 3 people so far have only read the first line of this post... don't fail like they did....
in eve, a cloaked ship is automatically uncloaked within 2500m of anything, even a jet can.
I think there should be a similar mechanic in dust. either an automatic decloak within 10 meters of anything hostile to them or a piece of EWAR equipment that can be activated to uncloak everything within 20 meters.
I also think getting shot while cloaked should uncloak the merc, and any forcible measure that does uncloak them should burn it out temporarily.
come at me bro! how about no. not the distance thing anyways. the cloak is a tool used to hide. i can recall more tn one situation where i used it to hide (not fight) to great avail. and that is what it is truly meant for. making it auto decloak within ten meters of a hostile would completely destroy the cloak's purpose. i'll give you an example of how i used it the other day. a heavy saw me. i ran, turned the corner, turned another corner, and cloaked. when he turned the initial corner, he didnt see me. and conidering the low hp i had from the damage he gav to me, i wasnt about the face him. so i stood. then about 5 other heavies turned the corner. i stil waited for them to pass by. i knew it was a squa. then one looked in my direction. i thought for sure he saw me, but he turned back into the direction he was running. as soon as they all had their backs turned, i got the heck out. (true story) imagine if your idea was applied to cloaks and that had happened. that squad of sentinels would have eaten me alive. also, i dont think getting shot should turn off the cloak. once you shoot them, they either stay still, making for an easy target, or the scout moves, and you can see them anyways. the Ewar thing would be interesting, and would make scanners useful again. as long as the scout actually gets scanned, they should decloak and kick the cloaking device into its cooldown timer. flux grenades should be able to do the same thing. Edit: By "as long as they are scanned," i mean when an active scanner scans you, and the thing on the top of the screen says "you have been scanned" to the scanned mercenary "SCAN ATTEMPT PREVENTED," however, should not decloak a cloaked foe.
your cloak is not supposed to be some easy win button you press to get out of every sticky situation, scouts before cloaks dealt with the same types of issues and did just fine (the good ones anyway) and I dare say if you were doing the right thing as a scout you would have known the enemies position before engaging and getting in such a hairy situation to begin with... without a cloak, had you died, it may have taught you a valuable lesson about your role...
again, I will reiterate, I believe cloaks need a counter be it through ewar tools or proximity deactivation, fluxes, etc etc... it needs something to even the playing field.
no role should have a tool at their disposal that gives an unfair advantage, anyone but a scout using a cloak would agree the cloak needs some balance.
this game makes me sad....
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Mahal Daj
Mahal Tactical Enterprises
52
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Posted - 2014.04.17 17:40:00 -
[32] - Quote
Seymor,
You mention "ewar tools or proximity deactivation," What if (through some kind of story-technology) proximity explosives worked against cloaking devices? This would be a great way to add a use to the proxy mine (currently limited) and would give the proximity mine user both area denial, and lethal counter.
This duel use for proximity mines may help with some of the vehicle spam, reduce the effective speed at which a cloak user could operate, and give everyone the joy of blowing up a scout (woohoo)!
If you haven't used a cloak, I recommend that you skill into the first level (or use a few of your 'apparition' AUR cloaks), try out the device, and learn to understand it's drawbacks. You'll find that the users gaining a major advantage from the cloak are overcoming more challenges than you may expect (like the sprint button actually slowing you down half the time).
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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IAmDuncanIdaho II
R 0 N 1 N
355
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Posted - 2014.04.17 18:44:00 -
[33] - Quote
General12912 wrote:Seymor Krelborn wrote:EDIT: judging by godin and the 2 likes he got 3 people so far have only read the first line of this post... don't fail like they did....
in eve, a cloaked ship is automatically uncloaked within 2500m of anything, even a jet can.
I think there should be a similar mechanic in dust. either an automatic decloak within 10 meters of anything hostile to them or a piece of EWAR equipment that can be activated to uncloak everything within 20 meters.
I also think getting shot while cloaked should uncloak the merc, and any forcible measure that does uncloak them should burn it out temporarily.
come at me bro! how about no. not the distance thing anyways. the cloak is a tool used to hide. i can recall more tn one situation where i used it to hide (not fight) to great avail. and that is what it is truly meant for. making it auto decloak within ten meters of a hostile would completely destroy the cloak's purpose. i'll give you an example of how i used it the other day. a heavy saw me. i ran, turned the corner, turned another corner, and cloaked. when he turned the initial corner, he didnt see me. and conidering the low hp i had from the damage he gav to me, i wasnt about the face him. so i stood. then about 5 other heavies turned the corner. i stil waited for them to pass by. i knew it was a squa. then one looked in my direction. i thought for sure he saw me, but he turned back into the direction he was running. as soon as they all had their backs turned, i got the heck out. (true story) imagine if your idea was applied to cloaks and that had happened. that squad of sentinels would have eaten me alive. also, i dont think getting shot should turn off the cloak. once you shoot them, they either stay still, making for an easy target, or the scout moves, and you can see them anyways. the Ewar thing would be interesting, and would make scanners useful again. as long as the scout actually gets scanned, they should decloak and kick the cloaking device into its cooldown timer. flux grenades should be able to do the same thing. Edit: By "as long as they are scanned," i mean when an active scanner scans you, and the thing on the top of the screen says "you have been scanned" to the scanned mercenary "SCAN ATTEMPT PREVENTED," however, should not decloak a cloaked foe.
I like some of this thinking.
I tend to think that yes, find a way of changing cloaks so they are not used as a direct attack boost, but something that requires tactical and situational usage. You should also mention this in your OP, OP :) You don't really go into why, short of comparing it to another game. Being used as intended? I tend to agree, no they're not. Be good to fix this...somehow.
I have to say I don't agree with some device that will disable them, that just makes no sense to me. Although that said, the active scanner idea presented here sounds like it would be worth consideration. In the same way it will show you up if you're not sufficiently dampened, or the scanner user is sufficiently skilled, it would nullify your cloak too.
You could think of things like ECM grenades perhaps (not dissimilar to fluxes, but not affecting HP)
There are also already drawbacks to using cloaks (can't fire whilst cloaked (once bug is resolved at least), can't stay cloaked forever, can't recloak at <50% cloak "power").
Perhaps introducing a delay from decloak to usage of other items (firing a gun obvious one). Would that help with the direct attack issue? Might need to remove the decloaking sound if this was introduced, otherwise it's an obvious giveaway because you have to wait to complete your "mission".
Don't know why you would say a cloak is not supposed to be some easy win button you press to get out of every sticky situation. Making an escape (assuming you didn't kill anything) isn't exactly winning. It's surviving. By stealth. Working as intended imho ;)
However, if the easy win situation is not using skill and situational awareness, but full-frontal attacks using the cloak as a crutch, then I fully agree. Cloak should equal stealth should equal be vewy vewy quiet, we're hunting mercs.
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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lithkul devant
Legions of Infinite Dominion Zero-Day
181
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Posted - 2014.04.17 19:06:00 -
[34] - Quote
Alright....I'm going to post a video first to explain the situations on cloaks, https://www.youtube.com/watch?v=KSBICx2yyZo This video is from Judge, he shows you what cloaks are like and how they are being used. Yes they need working on, they should at no point be completely invisible when you are running at full speed. Now onto my points of what I would like to see with cloaking.
1. Cloaking ends when your shields end, this means if you loose your shielding for whatever reason, your cloak status is gone, you also may not cloak when your shields are down. Why, because as I figure it the cloaking is latching onto the shielding, going around you to mask your movements, it is not a mesh within your armor, even if it was a mesh a bullet through your armor and now you are visible, aka armor fragments coming off or blood coming out, either way logically the cloak fails.
2. If you are hit with an emp gernade that destroys all placed electronics on the ground, you can not use your equipment in general until your shields have fully recharged, this means no scanners no cloaks. This is going back to point 1 of what is wanted.
3. To be able to use a gun at all or gernade, you must have fully decloaked, this does not mean as soon as you shoot someone with your gun, this means a fully decloak that either you did on purpose or because your energy ran out. Equipment is fine to use at any time including remote explosives.
4. Scouts are limited to side arm weapons only, shotguns are now a side arm weapon. Why, because assault suits are currently useless and have no value within the game anymore. Scouts typically have more armor/shields now then assault suits, this is especially presented when a scout suit uses a combat rifle (with an auto fire controller) and is literally doing more damage then the AR was before it was nerfed. 30dmg a bullet at rof 1,200.
5. The rendering upon the cloak needs to be done better by CCP. Watch the entire video that I linked to before saying "oh they are so easy to see"
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Dalton Smithe
OSG Planetary Operations Covert Intervention
82
|
Posted - 2014.04.17 19:52:00 -
[35] - Quote
Seymor Krelborn wrote:EDIT: judging by godin and the 2 likes he got 3 people so far have only read the first line of this post... don't fail like they did....
in eve, a cloaked ship is automatically uncloaked within 2500m of anything, even a jet can.
I think there should be a similar mechanic in dust. either an automatic decloak within 10 meters of anything hostile to them or a piece of EWAR equipment that can be activated to uncloak everything within 20 meters.
I also think getting shot while cloaked should uncloak the merc, and any forcible measure that does uncloak them should burn it out temporarily.
come at me bro!
Why is everyone making a big deal about cloaking? The only thing it really effects is not being able to see snipers. If you have a cloaked scout running after you, you can see them coming. I pop scouts all the time. If a cloaked shotty takes me out, oh well, better luck next time.
Again, this is not eve, this is dust, and while it is in the same universe, different rules apply. |
Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
1976
|
Posted - 2014.04.17 20:11:00 -
[36] - Quote
Mahal Daj wrote:Seymor,
You mention "ewar tools or proximity deactivation," What if (through some kind of story-technology) proximity explosives worked against cloaking devices? This would be a great way to add a use to the proxy mine (currently limited) and would give the proximity mine user both area denial, and lethal counter.
This duel use for proximity mines may help with some of the vehicle spam, reduce the effective speed at which a cloak user could operate, and give everyone the joy of blowing up a scout (woohoo)!
If you haven't used a cloak, I recommend that you skill into the first level (or use a few of your 'apparition' AUR cloaks), try out the device, and learn to understand it's drawbacks. You'll find that the users gaining a major advantage from the cloak are overcoming more challenges than you may expect (like the sprint button actually slowing you down half the time).
it's not a bad idea, and it's the kind of thing I'd like people to start thinking about, however the lore for cloaks in the eve universe already exists, in eve a cloak is automatically deactivated within 2500 meters of anything even trash... I know it wouldn't be fair to have it work exactly that way here, but the lore is there already is all I'm saying and the dust team is kind of breaking that lore.
It's actually funny that the only thing the ccp dust team ever does is break things...
and I have used cloaks on my dragonfly suit with some success but I'm not a scout usually I'm a logi so I'm no master with it.
scouts who were already good are now even better with it and the bad scouts are now good because of it, that's where I see the problem, I'm no scout and was able to rely on it to a degree as a crutch, doing things uncloaked I wouldn't get away with.
that's not a terrible problem, but the fact there is no good counter is IMHO.
this game makes me sad....
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General12912
Gallente Marine Corps
189
|
Posted - 2014.04.17 20:16:00 -
[37] - Quote
Seymor Krelborn wrote:General12912 wrote:Seymor Krelborn wrote:EDIT: judging by godin and the 2 likes he got 3 people so far have only read the first line of this post... don't fail like they did....
in eve, a cloaked ship is automatically uncloaked within 2500m of anything, even a jet can.
I think there should be a similar mechanic in dust. either an automatic decloak within 10 meters of anything hostile to them or a piece of EWAR equipment that can be activated to uncloak everything within 20 meters.
I also think getting shot while cloaked should uncloak the merc, and any forcible measure that does uncloak them should burn it out temporarily.
come at me bro! how about no. not the distance thing anyways. the cloak is a tool used to hide. i can recall more tn one situation where i used it to hide (not fight) to great avail. and that is what it is truly meant for. making it auto decloak within ten meters of a hostile would completely destroy the cloak's purpose. i'll give you an example of how i used it the other day. a heavy saw me. i ran, turned the corner, turned another corner, and cloaked. when he turned the initial corner, he didnt see me. and conidering the low hp i had from the damage he gav to me, i wasnt about the face him. so i stood. then about 5 other heavies turned the corner. i stil waited for them to pass by. i knew it was a squa. then one looked in my direction. i thought for sure he saw me, but he turned back into the direction he was running. as soon as they all had their backs turned, i got the heck out. (true story) imagine if your idea was applied to cloaks and that had happened. that squad of sentinels would have eaten me alive. also, i dont think getting shot should turn off the cloak. once you shoot them, they either stay still, making for an easy target, or the scout moves, and you can see them anyways. the Ewar thing would be interesting, and would make scanners useful again. as long as the scout actually gets scanned, they should decloak and kick the cloaking device into its cooldown timer. flux grenades should be able to do the same thing. Edit: By "as long as they are scanned," i mean when an active scanner scans you, and the thing on the top of the screen says "you have been scanned" to the scanned mercenary "SCAN ATTEMPT PREVENTED," however, should not decloak a cloaked foe. your cloak is not supposed to be some easy win button you press to get out of every sticky situation, scouts before cloaks dealt with the same types of issues and did just fine (the good ones anyway) and I dare say if you were doing the right thing as a scout you would have known the enemies position before engaging and getting in such a hairy situation to begin with... without a cloak, had you died, it may have taught you a valuable lesson about your role... again, I will reiterate, I believe cloaks need a counter be it through ewar tools or proximity deactivation, fluxes, etc etc... it needs something to even the playing field. no role should have a tool at their disposal that gives an unfair advantage, anyone but a scout using a cloak would agree the cloak needs some balance.
LOL you didnt even read all of it.
i did, at the end, say that scanning a cloaked scout with a scanner should decloak a scout along with flux grenades
and dont tell me about the scouts before 1.8, because i know, i was there. i was a scout before 1.8.
and no, not all scouts are meant for passive scanning (although, i do have precision modules on my . im a gallente scout and i'll have you know the we are made to be almost undetectable. the scout made for passive scanning is the caldari scout.
im not a scrubby hp tanking scout either. i pack my suit with profile dampeners. i know my role. and its not fighting. thats for the minmatar scout (though, in an assassin way). its infiltrating, gathering intel on enemy positions, and even dropping uplinks behind enemy lines.
Every suit Gk.0 <3
Gallente Federation Patriot
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
1976
|
Posted - 2014.04.17 20:22:00 -
[38] - Quote
General12912 wrote:Seymor Krelborn wrote:General12912 wrote:Seymor Krelborn wrote:EDIT: judging by godin and the 2 likes he got 3 people so far have only read the first line of this post... don't fail like they did....
in eve, a cloaked ship is automatically uncloaked within 2500m of anything, even a jet can.
I think there should be a similar mechanic in dust. either an automatic decloak within 10 meters of anything hostile to them or a piece of EWAR equipment that can be activated to uncloak everything within 20 meters.
I also think getting shot while cloaked should uncloak the merc, and any forcible measure that does uncloak them should burn it out temporarily.
come at me bro! how about no. not the distance thing anyways. the cloak is a tool used to hide. i can recall more tn one situation where i used it to hide (not fight) to great avail. and that is what it is truly meant for. making it auto decloak within ten meters of a hostile would completely destroy the cloak's purpose. i'll give you an example of how i used it the other day. a heavy saw me. i ran, turned the corner, turned another corner, and cloaked. when he turned the initial corner, he didnt see me. and conidering the low hp i had from the damage he gav to me, i wasnt about the face him. so i stood. then about 5 other heavies turned the corner. i stil waited for them to pass by. i knew it was a squa. then one looked in my direction. i thought for sure he saw me, but he turned back into the direction he was running. as soon as they all had their backs turned, i got the heck out. (true story) imagine if your idea was applied to cloaks and that had happened. that squad of sentinels would have eaten me alive. also, i dont think getting shot should turn off the cloak. once you shoot them, they either stay still, making for an easy target, or the scout moves, and you can see them anyways. the Ewar thing would be interesting, and would make scanners useful again. as long as the scout actually gets scanned, they should decloak and kick the cloaking device into its cooldown timer. flux grenades should be able to do the same thing. Edit: By "as long as they are scanned," i mean when an active scanner scans you, and the thing on the top of the screen says "you have been scanned" to the scanned mercenary "SCAN ATTEMPT PREVENTED," however, should not decloak a cloaked foe. your cloak is not supposed to be some easy win button you press to get out of every sticky situation, scouts before cloaks dealt with the same types of issues and did just fine (the good ones anyway) and I dare say if you were doing the right thing as a scout you would have known the enemies position before engaging and getting in such a hairy situation to begin with... without a cloak, had you died, it may have taught you a valuable lesson about your role... again, I will reiterate, I believe cloaks need a counter be it through ewar tools or proximity deactivation, fluxes, etc etc... it needs something to even the playing field. no role should have a tool at their disposal that gives an unfair advantage, anyone but a scout using a cloak would agree the cloak needs some balance. LOL you didnt even read all of it. i did, at the end, say that scanning a cloaked scout with a scanner should decloak a scout along with flux grenades and dont tell me about the scouts before 1.8, because i know, i was there. i was a scout before 1.8. and no, not all scouts are meant for passive scanning (although, i do have precision modules on my . im a gallente scout and i'll have you know the we are made to be almost undetectable. the scout made for passive scanning is the caldari scout. im not a scrubby hp tanking scout either. i pack my suit with profile dampeners. i know my role. and its not fighting. thats for the minmatar scout (though, in an assassin way). its infiltrating, gathering intel on enemy positions, and even dropping uplinks behind enemy lines.
I did read your whole post I only felt the need to comment on the anecdote you told, I agree with your thinking based on scanners as ewar for cloaks, I want this thread to continue coming up with ideas to balance the cloak and I appreciate yours.
I never accused you of being a scruby scout and I hope you didn't misunderstand my reply as inferring such a thing.
o7
this game makes me sad....
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deepfried salad gilliam
Sanguine Knights
654
|
Posted - 2014.04.17 20:30:00 -
[39] - Quote
Seymor Krelborn wrote:Smooth Assassin wrote:Seymor Krelborn wrote:Smooth Assassin wrote:No, that means if i try to sneak up on a scout then he "auto decloaks" and he knows i'm there. yeah that's the point... it means you have to be skilled with it instead of just turning it on and forgetting about tactics. but I mean if you don't think you can handle tactical gameplay then you can always go play COD.... Whats the point of this idea if you can't use the cloak to its fullest potential? why do you think we can be nearly completely invisible when standing still? to hide when enemies past by next to you unsuspected or avoid being seen. it should be used to gain a tactical advantage, not a prolonged one. you should use it to get close and strike not dawdle behind enemy lines. it should be part of a concerted team effort to take over an enemy position not pad your kdr. how long do you think cloaks last?
It'll help define roles, i promise:)
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
1976
|
Posted - 2014.04.17 20:34:00 -
[40] - Quote
deepfried salad gilliam wrote:Seymor Krelborn wrote:Smooth Assassin wrote:Seymor Krelborn wrote:Smooth Assassin wrote:No, that means if i try to sneak up on a scout then he "auto decloaks" and he knows i'm there. yeah that's the point... it means you have to be skilled with it instead of just turning it on and forgetting about tactics. but I mean if you don't think you can handle tactical gameplay then you can always go play COD.... Whats the point of this idea if you can't use the cloak to its fullest potential? why do you think we can be nearly completely invisible when standing still? to hide when enemies past by next to you unsuspected or avoid being seen. it should be used to gain a tactical advantage, not a prolonged one. you should use it to get close and strike not dawdle behind enemy lines. it should be part of a concerted team effort to take over an enemy position not pad your kdr. how long do you think cloaks last?
using it to its fullest around a minute, but turning it off and on as needed, forever....
this game makes me sad....
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deepfried salad gilliam
Sanguine Knights
654
|
Posted - 2014.04.17 20:42:00 -
[41] - Quote
Spademan wrote:Some sort of deployable disrupter field thingy wouldn't be a horrible idea.
Or a motion sensor.
a deploayable that induces shimmer but to outright uncloak would be horribly op , a scout wouldnt be able to go near objectives
It'll help define roles, i promise:)
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
1976
|
Posted - 2014.04.17 20:45:00 -
[42] - Quote
deepfried salad gilliam wrote:Spademan wrote:Some sort of deployable disrupter field thingy wouldn't be a horrible idea.
Or a motion sensor.
a deploayable that induces shimmer but to outright uncloak would be horribly op , a scout wouldnt be able to go near objectives
maybe not in certain situations, but that doesn't mean they still cant get close enough to drop links, or to thin out the defense around an objective.
your role is not supposed to be invisible Rambo, capable of doing all things with ease...
this game makes me sad....
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deepfried salad gilliam
Sanguine Knights
654
|
Posted - 2014.04.17 20:54:00 -
[43] - Quote
yeah that's the point... it means you have to be skilled with it instead of just turning it on and forgetting about tactics.
but I mean if you don't think you can handle tactical gameplay then you can always go play COD....[/quote] Whats the point of this idea if you can't use the cloak to its fullest potential? why do you think we can be nearly completely invisible when standing still? to hide when enemies past by next to you unsuspected or avoid being seen.[/quote]
it should be used to gain a tactical advantage, not a prolonged one.
you should use it to get close and strike not dawdle behind enemy lines.
it should be part of a concerted team effort to take over an enemy position not pad your kdr.[/quote] how long do you think cloaks last?[/quote]
using it to its fullest around a minute, but turning it off and on as needed, forever....[/quote] so how are we supposed to use it if it lasts about a minute and we have to use it to attack tacticaly but weapons cant be used while cloaked and you dont think we should be able to be anywhere near the enemy with them?
seriously walk me through your ideal cloak engagement that uses the cloak in a way that cant be done without using the cloak
It'll help define roles, i promise:)
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deepfried salad gilliam
Sanguine Knights
654
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Posted - 2014.04.17 20:56:00 -
[44] - Quote
Seymor Krelborn wrote:deepfried salad gilliam wrote:Spademan wrote:Some sort of deployable disrupter field thingy wouldn't be a horrible idea.
Or a motion sensor.
a deploayable that induces shimmer but to outright uncloak would be horribly op , a scout wouldnt be able to go near objectives maybe not in certain situations, but that doesn't mean they still cant get close enough to drop links, or to thin out the defense around an objective. your role is not supposed to be invisible Rambo, capable of doing all things with ease... well i was referring to being able to cloak hack. but i think a fairly large radius device capable of bringing the enemy to full shimmer would be best
It'll help define roles, i promise:)
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2019
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Posted - 2014.04.17 21:02:00 -
[45] - Quote
Seymor Krelborn wrote:EDIT: judging by godin and the 2 likes he got 3 people so far have only read the first line of this post... don't fail like they did....
in eve, a cloaked ship is automatically uncloaked within 2500m of anything, even a jet can.
I think there should be a similar mechanic in dust. either an automatic decloak within 10 meters of anything hostile to them or a piece of EWAR equipment that can be activated to uncloak everything within 20 meters.
I also think getting shot while cloaked should uncloak the merc, and any forcible measure that does uncloak them should burn it out temporarily.
come at me bro!
Actually I did, and my logic is sound. The ground is very hostile.
click me
Blup Blub Bloop. Translation: Die -_-
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wiseguy12
Ancient Legion
10
|
Posted - 2014.04.17 22:26:00 -
[46] - Quote
flux grenades and an electronic warfare mine are fine but the cloak is a crutch for lesser scouts but i use mine for infiltrating bases on domination were enemies are all over so i wouldn't be able to get close.Sorry but that is a nerf it will ruin all the new tactics it opened up.
Further more electronicwarfare should be more present.
W.I.D.O.S. when in doubt orbital strike
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bogeyman m
Krusual Covert Operators Minmatar Republic
169
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Posted - 2014.04.18 16:22:00 -
[47] - Quote
lithkul devant wrote:Alright....I'm going to post a video first to explain the situations on cloaks, https://www.youtube.com/watch?v=KSBICx2yyZo This video is from Judge, he shows you what cloaks are like and how they are being used. Yes they need working on, they should at no point be completely invisible when you are running at full speed. Now onto my points of what I would like to see with cloaking. 1. Cloaking ends when your shields end, this means if you loose your shielding for whatever reason, your cloak status is gone, you also may not cloak when your shields are down. Why, because as I figure it the cloaking is latching onto the shielding, going around you to mask your movements, it is not a mesh within your armor, even if it was a mesh a bullet through your armor and now you are visible, aka armor fragments coming off or blood coming out, either way logically the cloak fails. 2. If you are hit with an emp gernade that destroys all placed electronics on the ground, you can not use your equipment in general until your shields have fully recharged, this means no scanners no cloaks. This is going back to point 1 of what is wanted. 3. To be able to use a gun at all or gernade, you must have fully decloaked, this does not mean as soon as you shoot someone with your gun, this means a fully decloak that either you did on purpose or because your energy ran out. Equipment is fine to use at any time including remote explosives. 4. Scouts are limited to side arm weapons only, shotguns are now a side arm weapon. Why, because assault suits are currently useless and have no value within the game anymore. Scouts typically have more armor/shields now then assault suits, this is especially presented when a scout suit uses a combat rifle (with an auto fire controller) and is literally doing more damage then the AR was before it was nerfed. 30dmg a bullet at rof 1,200. 5. The rendering upon the cloak needs to be done better by CCP. Watch the entire video that I linked to before saying "oh they are so easy to see"
^THIS^
Duct tape 2.0 > Have WD-40; will travel.
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DEZKA DIABLO
THE FOOTCLAN
655
|
Posted - 2014.04.18 16:25:00 -
[48] - Quote
This would make cloaks outright useless
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
1991
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Posted - 2014.04.18 17:55:00 -
[49] - Quote
DEZKA DIABLO wrote:This would make cloaks outright useless
why? because all you know how to do is shotgun people in the face with your cloak crutch?
this game makes me sad....
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Joseph Ridgeson
warravens League of Infamy
1179
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Posted - 2014.04.18 20:42:00 -
[50] - Quote
EVE comparisons cannot be made to DUST for every single aspect. It really doesn't work with cloaks because they are two entirely different games. Ships do decloak when they are within 2,500 meters of anything. However, when cloaked, you might as well be completely invincible. They can't lock you which means they can't hurt you. FoF missiles hit whatever is closest and I don't even think they work against cloak (even if they did, who the hell uses FoF missiles?) and Smartbombs have a range of about 9 kilometers at their highest. Providing you are beyond 12 kilometers of anything, you can shout in local about their mother and father being related, question their sexuality, sing Never Give You Up, or just give information to your corp mates about when to jump in.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Joseph Ridgeson
warravens League of Infamy
1179
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Posted - 2014.04.18 21:07:00 -
[51] - Quote
lithkul devant wrote: 1. Cloaking ends when your shields end, this means if you loose your shielding for whatever reason, your cloak status is gone, you also may not cloak when your shields are down. Why, because as I figure it the cloaking is latching onto the shielding, going around you to mask your movements, it is not a mesh within your armor, even if it was a mesh a bullet through your armor and now you are visible, aka armor fragments coming off or blood coming out, either way logically the cloak fails.
This is going with the assumption that it is 'tacked onto shields' when there is little or no basis on this. Beyond that, from a game aspect, it is heavily unfair to the low shield suits. An Amarr Scout with max Shield Upgrades and no modules has 75 Shields; falling damage would break the cloak. The Caldari would have no such problem. This is a change that is unfair to one racial suit while doing little to others.
lithkul devant wrote: 2. If you are hit with an emp gernade that destroys all placed electronics on the ground, you can not use your equipment in general until your shields have fully recharged, this means no scanners no cloaks. This is going back to point 1 of what is wanted.
Don't know how I feel about this. Is certainly an interesting thought on how to deal with Sentinel-Logistics combinations. However, it favors faster Shield Regeneration; Caldari and Minmatar are happy while Gallente and Amarr suffer. Maybe that would be another balance point. Interesting to be sure.
lithkul devant wrote: 3. To be able to use a gun at all or gernade, you must have fully decloaked, this does not mean as soon as you shoot someone with your gun, this means a fully decloak that either you did on purpose or because your energy ran out. Equipment is fine to use at any time including remote explosives.
100% agreed. That 1.5 second delay would mean that choosing between decloaking right behind the enemy for a shotgun hit or having distance was an actual choice. Also means that getting caught IN cloak would be a bigger detriment to your offensive capability. I like it.
lithkul devant wrote: 4. Scouts are limited to side arm weapons only, shotguns are now a side arm weapon. Why, because assault suits are currently useless and have no value within the game anymore. Scouts typically have more armor/shields now then assault suits, this is especially presented when a scout suit uses a combat rifle (with an auto fire controller) and is literally doing more damage then the AR was before it was nerfed. 30dmg a bullet at rof 1,200.
Nerfing X because Y is lacking is kind of lame. I don't like the idea of the Shotgun being made a Sidearm but maybe the Scouts would have a Shotgun slot and a Sidearm slot? Shotgun or Sidearm could go into Shotgun slot but only a Sidearm in the Sidearm slot. Don't know how I feel on this one as stated with the whole X and Y thing. Means the Cloakless and Logi Scout are dead.
lithkul devant wrote: 5. The rendering upon the cloak needs to be done better by CCP. Watch the entire video that I linked to before saying "oh they are so easy to see"
Yes.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
1993
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Posted - 2014.04.18 21:08:00 -
[52] - Quote
Joseph Ridgeson wrote:EVE comparisons cannot be made to DUST for every single aspect. It really doesn't work with cloaks because they are two entirely different games. Ships do decloak when they are within 2,500 meters of anything. However, when cloaked, you might as well be completely invincible. They can't lock you which means they can't hurt you. FoF missiles hit whatever is closest and I don't even think they work against cloak (even if they did, who the hell uses FoF missiles?) and Smartbombs have a range of about 9 kilometers at their highest. Providing you are beyond 12 kilometers of anything, you can shout in local about their mother and father being related, question their sexuality, sing Never Give You Up, or just give information to your corp mates about when to jump in.
I absolutely agree eve and dust are 2 different games but they do take place in the same universe and should be held to the same lore standard.
although eve has its issues that game is far more balanced and dust should use eve as a template for its path.
I don't know what ccp's endgame goals are for the total integration of eve and dust but if we as mercs will ever be in a world where we fight along side eve pilots than both games better have more similarities than differences.
cloaks should have a counter measure scouts should not be able to use it as a frontline tool. I've seen people like moody in his vids use it in slayer tactics but he does it from a stealthy approach:
https://www.youtube.com/watch?v=Zty8HZ_RUx0
theres the link for how moody uses the cloak to slay.
I have no problem with this. this is an ideal use of the cloak as a slayer scout imo...but these scrubby 1.8 shotty scouts face shooting and cloaking away is a crutch and needs appropriate counter measures to bring some tactical gameplay back to dust.
this game makes me sad....
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Draco Cerberus
BurgezzE.T.F General Tso's Alliance
865
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Posted - 2014.04.18 22:27:00 -
[53] - Quote
Seymor Krelborn wrote:EDIT: judging by godin and the 2 likes he got 3 people so far have only read the first line of this post... don't fail like they did....
in eve, a cloaked ship is automatically uncloaked within 2500m of anything, even a jet can.
I think there should be a similar mechanic in dust. either an automatic decloak within 10 meters of anything hostile to them or a piece of EWAR equipment that can be activated to uncloak everything within 20 meters.
I also think getting shot while cloaked should uncloak the merc, and any forcible measure that does uncloak them should burn it out temporarily.
come at me bro! Eve cloaks can last as long as the capacitor of the ship allows. Now in Dust we have a limited time that the cloak lasts, I really think you are reaching sir. To be "decloakable" would ruin the modules altogether as currently cloaked scouts are fairly visible with the shimmer effect that they produce and if you were paying attention to the stats, anything with a high enough scan resolution would render it ineffective anyways.
A Brave New Eden
Forge a new destiny
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lithkul devant
Legions of Infinite Dominion Zero-Day
183
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Posted - 2014.04.18 22:54:00 -
[54] - Quote
Joseph Ridgeson wrote:[quote=lithkul devant] 1. This is going with the assumption that it is 'tacked onto shields' when there is little or no basis on this. Beyond that, from a game aspect, it is heavily unfair to the low shield suits. An Amarr Scout with max Shield Upgrades and no modules has 75 Shields; falling damage would break the cloak. The Caldari would have no such problem. This is a change that is unfair to one racial suit while doing little to others.
2. Don't know how I feel about this. Is certainly an interesting thought on how to deal with Sentinel-Logistics combinations. However, it favors faster Shield Regeneration; Caldari and Minmatar are happy while Gallente and Amarr suffer. Maybe that would be another balance point. Interesting to be sure.
3. 100% agreed. That 1.5 second delay would mean that choosing between decloaking right behind the enemy for a shotgun hit or having distance was an actual choice. Also means that getting caught IN cloak would be a bigger detriment to your offensive capability. I like it.
4. Nerfing X because Y is lacking is kind of lame. I don't like the idea of the Shotgun being made a Sidearm but maybe the Scouts would have a Shotgun slot and a Sidearm slot? Shotgun or Sidearm could go into Shotgun slot but only a Sidearm in the Sidearm slot. Don't know how I feel on this one as stated with the whole X and Y thing. Means the Cloakless and Logi Scout are dead.
5.Yes.
Sorry if this seems inartful to do it this way but trying to respond to your response, and it told me to many quotes were being used.
Re.1 My logic in this is that at some point if you keep shooting someone that has cloak on, it needs to break, it should not be an invincible piece of gear that does not respond to damage. However, for some of the races this would be a big issue as you talked about. Maybe it could be set at 50% of Ehp that the cloak fails or some other number or could be after a certain amount of damage incured per cloak type. I had wanted for it to be when shield breaks so people can know exactly when it may break. I want the cloak to be a strong tool.
Re.2 Yes it would require balancing, instead of a shield recharge being it, it could be for an entire cd cycle of whatever item was hit, however, some items would be upwards of 30 seconds, others would be instantly recharged as they don't have much of a cd. I had said shield, because that would give a roughly 10 second or less recharge time to all.
Re.3 The cloak needs weaknesses and times of opportunity such as any equipment in the game currently has. For example, you do not get to just throw remote explosives and have them instantly go off, they can also kill you if you do them wrong. Scanners they make a huge light and if people see it they've spotted you also, and you can't use them while under gunfire unless you have a death wish. If you throw uplinks in the wrong spot, your team will be decimated, in a good spot they'll be great, but they only have a limited number of spawns and can't be picked up at the supply depot (spamming of uplinks aside) Each equipment type has areas of opportunity and weakness.
Re.4 This idea stems from many other forums about it, such as the sentinel should only be able to equip a heavy weapon to a heavy slot, otherwise this gives rise to heavies with sniper rifles, rail rifles, and the like, things they were not really intended to be using. The reasoning behind wanting to limit scouts to sidearm is because they are meant to be assasins or recon, they were not meant to be front line combat, like people are now using them for with the combat rifle or in some cases even a plasma cannon. The shotgun you are correct should have its own slot rather then being just put as a sidearm. Also again back to the original point, scouts should not be front line combat, neither should logis as CCP has tried to do by removing the free armor repair logis received before. The main ability of a scout, is to get in and get out fast or to keep moving, they had no problem doing this before cloaks came into the game.
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
1998
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Posted - 2014.04.18 22:57:00 -
[55] - Quote
Draco Cerberus wrote:Seymor Krelborn wrote:EDIT: judging by godin and the 2 likes he got 3 people so far have only read the first line of this post... don't fail like they did....
in eve, a cloaked ship is automatically uncloaked within 2500m of anything, even a jet can.
I think there should be a similar mechanic in dust. either an automatic decloak within 10 meters of anything hostile to them or a piece of EWAR equipment that can be activated to uncloak everything within 20 meters.
I also think getting shot while cloaked should uncloak the merc, and any forcible measure that does uncloak them should burn it out temporarily.
come at me bro! Eve cloaks can last as long as the capacitor of the ship allows. Now in Dust we have a limited time that the cloak lasts, I really think you are reaching sir. To be "decloakable" would ruin the modules altogether as currently cloaked scouts are fairly visible with the shimmer effect that they produce and if you were paying attention to the stats, anything with a high enough scan resolution would render it ineffective anyways.
yes the shimmer does make them visable and personally i think they should remove that effect, if anything there should only be "warped" look of the background around a cloaked body. i also believe coalks shouldn't have a timer, they should run indefinatly or until either shot or shields are depleted, (I'm up for either) and when using a weapon or equipment, or hacking.
but there also needs to be a counter measure, such as an ewar tool. this to me would be balance.
this game makes me sad....
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
553
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Posted - 2014.04.19 00:09:00 -
[56] - Quote
Anyone that does not consider cloak scouts to be easy mode are fooling themselves. Until very recently (about a week ago) I had not played a scout. I have the dragonfly scout blueprint from a long time ago and i think i used it when i first got it and decided it was not my play style. I dont like playing something that gets killed because a AR accidentally fires a few rounds in my direction. My dragonfly scout now has a cloak and shotgun and nothing else due to the very limited cpu and pg on the suit. I consider this to be my f it the enemy is winning time to padd my k/d score and get some isk suit. I have not played a more easy mode suit before including when heavies were something to avoid at all costs (and i played a heavy of course) this cloak makes playing a scout total easy mode to even get kills and the bonus to scans is insane. I have 0 SP in dampening btw. The only skill scouts need to use a cloak / shotgun suit is the ability to look around and count. Cloak up look for single player or last person in line of players. Run up behind said player switch to shotgun and shoot once close. If needed fire follow up shot. Re-cloak.
These restrictions from the OP would simply mean scouts would have to think for a moment longer. Funny would be 2 cloaked scouts revealing each other at 10m. |
General12912
Gallente Marine Corps
189
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Posted - 2014.04.19 00:22:00 -
[57] - Quote
Seymor Krelborn wrote:General12912 wrote:Seymor Krelborn wrote:General12912 wrote:Seymor Krelborn wrote:EDIT: judging by godin and the 2 likes he got 3 people so far have only read the first line of this post... don't fail like they did....
in eve, a cloaked ship is automatically uncloaked within 2500m of anything, even a jet can.
I think there should be a similar mechanic in dust. either an automatic decloak within 10 meters of anything hostile to them or a piece of EWAR equipment that can be activated to uncloak everything within 20 meters.
I also think getting shot while cloaked should uncloak the merc, and any forcible measure that does uncloak them should burn it out temporarily.
come at me bro! how about no. not the distance thing anyways. the cloak is a tool used to hide. i can recall more tn one situation where i used it to hide (not fight) to great avail. and that is what it is truly meant for. making it auto decloak within ten meters of a hostile would completely destroy the cloak's purpose. i'll give you an example of how i used it the other day. a heavy saw me. i ran, turned the corner, turned another corner, and cloaked. when he turned the initial corner, he didnt see me. and conidering the low hp i had from the damage he gav to me, i wasnt about the face him. so i stood. then about 5 other heavies turned the corner. i stil waited for them to pass by. i knew it was a squa. then one looked in my direction. i thought for sure he saw me, but he turned back into the direction he was running. as soon as they all had their backs turned, i got the heck out. (true story) imagine if your idea was applied to cloaks and that had happened. that squad of sentinels would have eaten me alive. also, i dont think getting shot should turn off the cloak. once you shoot them, they either stay still, making for an easy target, or the scout moves, and you can see them anyways. the Ewar thing would be interesting, and would make scanners useful again. as long as the scout actually gets scanned, they should decloak and kick the cloaking device into its cooldown timer. flux grenades should be able to do the same thing. Edit: By "as long as they are scanned," i mean when an active scanner scans you, and the thing on the top of the screen says "you have been scanned" to the scanned mercenary "SCAN ATTEMPT PREVENTED," however, should not decloak a cloaked foe. your cloak is not supposed to be some easy win button you press to get out of every sticky situation, scouts before cloaks dealt with the same types of issues and did just fine (the good ones anyway) and I dare say if you were doing the right thing as a scout you would have known the enemies position before engaging and getting in such a hairy situation to begin with... without a cloak, had you died, it may have taught you a valuable lesson about your role... again, I will reiterate, I believe cloaks need a counter be it through ewar tools or proximity deactivation, fluxes, etc etc... it needs something to even the playing field. no role should have a tool at their disposal that gives an unfair advantage, anyone but a scout using a cloak would agree the cloak needs some balance. LOL you didnt even read all of it. i did, at the end, say that scanning a cloaked scout with a scanner should decloak a scout along with flux grenades and dont tell me about the scouts before 1.8, because i know, i was there. i was a scout before 1.8. and no, not all scouts are meant for passive scanning (although, i do have precision modules on my . im a gallente scout and i'll have you know the we are made to be almost undetectable. the scout made for passive scanning is the caldari scout. im not a scrubby hp tanking scout either. i pack my suit with profile dampeners. i know my role. and its not fighting. thats for the minmatar scout (though, in an assassin way). its infiltrating, gathering intel on enemy positions, and even dropping uplinks behind enemy lines. I did read your whole post I only felt the need to comment on the anecdote you told, I agree with your thinking based on scanners as ewar for cloaks, I want this thread to continue coming up with ideas to balance the cloak and I appreciate yours. I never accused you of being a scruby scout and I hope you didn't misunderstand my reply as inferring such a thing. o7
ok that was my misunderstanding then o7
Every suit Gk.0 <3
Gallente Federation Patriot
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Seymor Krelborn
L.O.T.I.S. D.E.F.I.A.N.C.E
2001
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Posted - 2014.04.19 04:55:00 -
[58] - Quote
lithkul devant wrote:[quote=Joseph Ridgeson]
Re.4 This idea stems from many other forums about it, such as the sentinel should only be able to equip a heavy weapon to a heavy slot, otherwise this gives rise to heavies with sniper rifles, rail rifles, and the like, things they were not really intended to be using. The reasoning behind wanting to limit scouts to sidearm is because they are meant to be assasins or recon, they were not meant to be front line combat, like people are now using them for with the combat rifle or in some cases even a plasma cannon. The shotgun you are correct should have its own slot rather then being just put as a sidearm. Also again back to the original point, scouts should not be front line combat, neither should logis as CCP has tried to do by removing the free armor repair logis received before. The main ability of a scout, is to get in and get out fast or to keep moving, they had no problem doing this before cloaks came into the game.
just wanted to comment on the whole heavy suits weren't meat to be snipers etc etc thing....
there is an old trailer from ccp about this game that promotes be that very thing, and i agree with ccp's vision on this.
you should be able to cobble together all the gear in this game to reasonable degree to make unique fits, roles and match your comfortable playstyle. but no matter what gear you use it should provide a clear advantage and a clear disadvantage.
no matter what role you pick another role should exist to counter it.
how else in any game are you to find a balance.
btw heres that ccp trailer i spoke of:
https://www.youtube.com/watch?v=n_LlH2c5dyA
skip to 1:20 to see the part about a heavy sniper.
this game makes me sad....
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lithkul devant
Legions of Infinite Dominion Zero-Day
183
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Posted - 2014.04.19 22:31:00 -
[59] - Quote
Seymor Krelborn wrote:lithkul devant wrote:[quote=Joseph Ridgeson]
Re.4 This idea stems from many other forums about it, such as the sentinel should only be able to equip a heavy weapon to a heavy slot, otherwise this gives rise to heavies with sniper rifles, rail rifles, and the like, things they were not really intended to be using. The reasoning behind wanting to limit scouts to sidearm is because they are meant to be assasins or recon, they were not meant to be front line combat, like people are now using them for with the combat rifle or in some cases even a plasma cannon. The shotgun you are correct should have its own slot rather then being just put as a sidearm. Also again back to the original point, scouts should not be front line combat, neither should logis as CCP has tried to do by removing the free armor repair logis received before. The main ability of a scout, is to get in and get out fast or to keep moving, they had no problem doing this before cloaks came into the game.
just wanted to comment on the whole heavy suits weren't meant to be snipers etc etc thing.... there is an old trailer from ccp about this game that promotes being that very thing, and i agree with ccp's vision on this. you should be able to cobble together all the gear in this game to reasonable degree to make unique fits, roles and match your comfortable playstyle. but no matter what gear you use it should provide a clear advantage and a clear disadvantage. no matter what role you pick another role should exist to counter it. how else in any game are you to find a balance. btw heres that ccp trailer i spoke of: https://www.youtube.com/watch?v=n_LlH2c5dyAskip to 1:20 to see the part about a heavy sniper.
Not to be nitpicky about what you just showed, but the suit being used was a commando suit, which can't use heavy weapons uses 2 light weapons (though I know Sentinels can). Also if you fast forward to around 2:50-3:00 they give another line that is actually kinda funny right now, least for me, since you can't really sabtoage anyone and the Dust 514 world is very closed off right now from the EVE, except you call ask them to call down OB's in PC or FW.
Anyways back to the real conversation, I completely agree with you and the several points you make, that you should be able to cobble all your gear together in whatever way you see fit, that their always should be counters to whatever suit you might make. Perhaps I was trying to make things to specialized and that would be limiting creative value of what people would want to do.
Though I still feel Sentinels should be forced to choose a heavy weapon for the H slot, though basic suits should be allowed to pick and choose since they do not get the bonuses, they are not specialized. Same with the scout suit limited to sidearm, while the light frame might not be, so that the two have a clear distinction in what they can do, rather then just having basic suits as unused most times. |
Exionous
True Pros Forever
91
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Posted - 2014.04.20 01:00:00 -
[60] - Quote
Seymor Krelborn wrote:
right now its a cloaked frontal assault death machine.
You have these things. They're on the front of your head, approximately one inch above your nose. They're called EYES.
They're a real big help.
PC Hacker for sale -- Flat Rate 750,000 ISK -- If we win, I will give 20% of my earnings back to your corporation
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