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Charon B
Shadow Hawks of Orion
5
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Posted - 2014.04.23 03:19:00 -
[1] - Quote
In my opinion, Cloaking can be a very valuable asset. The ability to get behind enemy lines, provide intel for your squad, and move undetected takes the scout to a real, futuristic level. But with the introduction of Cloaking for scouts, we have created a broken fit. Basic scouts with basic cloaks and a militia shotgun are the new terror of New Eden.... One very simple fix(that doesn't nerf the actual usefulness of a "cloaker") would to be to make the equipment require the FULL recharge after use. Not a "toggle it on, Toggle off and kill, and toggle on again" use.
Vehicles can't deactivate their modules halfway through their duration and then reactivate them after the "unused" portion of the cooldown is charged(or any time between deactivation and cooldown). If they could, Vehicles would be all but unstoppable more often than not.
On another note, if a cloaked troop is shot, they should become uncloaked... I believe in the description of the equipment something like "discharge of weapons interferes with the cloak". Wouldn't the activation of a troop's kinetic barriers from being shot not cause an interference with the cloak...?
I'm not proposing to nerf Cloaks, but rather rebalance them:
- Same duration - require a full recharge upon deactivation of the module(duration runs out, user deactivation, user shot directly) - de-cloak after being shot - make recharge time something reasonable.
This would prevent constant spamming of the cloaking module, while keeping it useful in the "scout" role.
Thoughts?
Shadow Hawks of Orion
CEO
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Charlotte O'Dell
Sooper Speshul Ponee Fors Dropsuit Samurai
2431
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Posted - 2014.04.23 03:56:00 -
[2] - Quote
no
Charlotte O'Dell is the highest level unicorn!
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Cyrus Militani
Leon Conglomerate
3
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Posted - 2014.04.23 03:56:00 -
[3] - Quote
Charon B wrote:In my opinion, Cloaking can be a very valuable asset. The ability to get behind enemy lines, provide intel for your squad, and move undetected takes the scout to a real, futuristic level. But with the introduction of Cloaking for scouts, we have created a broken fit. Basic scouts with basic cloaks and a militia shotgun are the new terror of New Eden.... One very simple fix(that doesn't nerf the actual usefulness of a "cloaker") would to be to make the equipment require the FULL recharge after use. Not a "toggle it on, Toggle off and kill, and toggle on again" use.
Vehicles can't deactivate their modules halfway through their duration and then reactivate them after the "unused" portion of the cooldown is charged(or any time between deactivation and cooldown). If they could, Vehicles would be all but unstoppable more often than not.
On another note, if a cloaked troop is shot, they should become uncloaked... I believe in the description of the equipment something like "discharge of weapons interferes with the cloak". Wouldn't the activation of a troop's kinetic barriers from being shot not cause an interference with the cloak...?
I'm not proposing to nerf Cloaks, but rather rebalance them:
- Same duration - require a full recharge upon deactivation of the module(duration runs out, user deactivation, user shot directly) - de-cloak after being shot - make recharge time something reasonable.
This would prevent constant spamming of the cloaking module, while keeping it useful in the "scout" role.
Thoughts?
These changes would punish the cloaked shotgunners and punish other legitimate uses. Like sneaking up a tank, dropping a remote explosive on it, then getting the hell away to set it off. Even while cloaked there is a high probability of being one-shotted by the tank, but at least you have a higher chance of escaping while doing damage.
As much as cloaked shot-gunners get on my nerves, nerfing the cloak in any way would ruin it. The cloak isn't the problem - the combination is.
If you stay in a squad and spread out enough any cloaked shotgunner might get one of you, but the rest of you team will gun him down. A smart cloaker will not engage that many people. If you're clustering together with your backs facing the same direction you are just ASKING to be shot in the back - cloak or no cloak.
Now if we buff the damage of the shotgun a tad and remove the Militia variant so you have to skill into it, perhaps it wouldn't be as bad. Basically increase the cost of the combination. Couple that with smarter play (teamwork) and it would sure to be deterrent. It won't go away, but at least you won't have a dozen of these buggers running around per match. |
Denn Maell
PIanet Express Canis Eliminatus Operatives
330
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Posted - 2014.04.23 04:10:00 -
[4] - Quote
Cyrus Militani wrote:Charon B wrote:In my opinion, Cloaking can be a very valuable asset. The ability to get behind enemy lines, provide intel for your squad, and move undetected takes the scout to a real, futuristic level. But with the introduction of Cloaking for scouts, we have created a broken fit. Basic scouts with basic cloaks and a militia shotgun are the new terror of New Eden.... One very simple fix(that doesn't nerf the actual usefulness of a "cloaker") would to be to make the equipment require the FULL recharge after use. Not a "toggle it on, Toggle off and kill, and toggle on again" use.
Vehicles can't deactivate their modules halfway through their duration and then reactivate them after the "unused" portion of the cooldown is charged(or any time between deactivation and cooldown). If they could, Vehicles would be all but unstoppable more often than not.
On another note, if a cloaked troop is shot, they should become uncloaked... I believe in the description of the equipment something like "discharge of weapons interferes with the cloak". Wouldn't the activation of a troop's kinetic barriers from being shot not cause an interference with the cloak...?
I'm not proposing to nerf Cloaks, but rather rebalance them:
- Same duration - require a full recharge upon deactivation of the module(duration runs out, user deactivation, user shot directly) - de-cloak after being shot - make recharge time something reasonable.
This would prevent constant spamming of the cloaking module, while keeping it useful in the "scout" role.
Thoughts? These changes would punish the cloaked shotgunners and punish other legitimate uses. Like sneaking up a tank, dropping a remote explosive on it, then getting the hell away to set it off. Even while cloaked there is a high probability of being one-shotted by the tank, but at least you have a higher chance of escaping while doing damage. As much as cloaked shot-gunners get on my nerves, nerfing the cloak in any way would ruin it. The cloak isn't the problem - the combination is. If you stay in a squad and spread out enough any cloaked shotgunner might get one of you, but the rest of you team will gun him down. A smart cloaker will not engage that many people. If you're clustering together with your backs facing the same direction you are just ASKING to be shot in the back - cloak or no cloak. Now if we buff the damage of the shotgun a tad and remove the Militia variant so you have to skill into it, perhaps it wouldn't be as bad. Basically increase the cost of the combination. Couple that with smarter play (teamwork) and it would sure to be deterrent. It won't go away, but at least you won't have a dozen of these buggers running around per match.
While I'll agree that the combination is more unbalancing than the cloak specifically, giving the shot gun more power when it already has the DPS to drop a heavy in 2 shots doesn't sound like it would achieve that. I'd argue giving it more range (and tighter dispersion) and reducing the number of 'pellets' fired per trigger squeeze would be better.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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jerrmy12 kahoalii
Proficiency V.
1150
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Posted - 2014.04.23 04:11:00 -
[5] - Quote
Charlotte O'Dell wrote:no
I <3 girl gamers
Tears, sweet delicious tears
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Maken Tosch
DUST University Ivy League
8030
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Posted - 2014.04.23 04:18:00 -
[6] - Quote
Judge Rhadamanthus posted a video on his critique on the cloak. Unfortunately the debate on the cloak is so split down the middle and the feedback is so mixed that even Judge himself is not sure whether the cloak needs a nerf or a buff and we all know how extensive Judge goes with researching things like this.
When it comes to shotgunner and the cloak, the common issue with the cloak is that the decloak animation takes a second too long to finish and thus enables anyone with a high-alpha weapon (nova knives and shotgun) to deal a potentially fatal blow before the cloak is finished decloaking. One commonly-requested solution to this is to make the cloak fully decloak instantly rather than taking its time. Either that or make the animation in such a way that your hands are first disabling the cloak manually and then switching to a weapon if you try to use the instant-swap button so that the cloak will fully decloak by the time your weapon is ready.
This way, it allows the cloak to remain as is with its current effects and stats. The only difference is that you won't be able to sneak in a high-alpha attack while still somewhat cloaked. I would rather die to a shotgunner after I see him rather than see him after I die.
That is the extent of what I will tolerate with any further changes to the cloak. In fact, this is probably all that's really needed to quell the QQ about cloaks and nothing more.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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