|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Maken Tosch
DUST University Ivy League
8091
|
Posted - 2014.04.25 17:05:00 -
[1] - Quote
One problem with this.
If you want this to be like the cloak in Eve then the cloak will make you 100% invisible even while sprinting, you will get decloaked if you get to close to anything, and you will have to suffer a speed penalty on non-specialty suit types. Even then it will just make cloak + shotties even more OP once they reach maximum level with the suit.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
|
Maken Tosch
DUST University Ivy League
8092
|
Posted - 2014.04.25 17:12:00 -
[2] - Quote
Yan Darn wrote:Izlare Lenix wrote:It takes around 1.5 secs to become fully visible after decloaking. That's how long the firing delay should be. I think this is the issue at hand. Everyone seems to forget - pressing R1 has a little animation where press your omni-tool thing again and decloak, and iirc you can't switch out until the Animation plays out (has got me killed a few times). I bet not one scout will say this is their decloaking method - why? Because you can just press your switch weapon button which pulls your gun out instantly. The fact that you at technically be cloaked when you fire that weapon is not even half the reason you would do this really (though from a victims perspective it makes sense, that they would QQ about that aspect). Considering the cloak was pre-nerfed, with the intention of never firing from cloak, something tells me that the little animation was suppose to play any time you decloak. People keep coming up with ways to 'rebalance' cloaks, but that simple glitch fix would seriously stem the flood of tears.
Omg you are so correct. This is THE principle issue behind the cloak that almost everyone seems to ignore for some stupid reason. The best way to fix that issue is to make the trigger animation THE required animation needed to be done before decloaking even if using the instant swap feature. This is something that can be implemented before the next patch so I don't see any problem with CCP working on this right now.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
|
Maken Tosch
DUST University Ivy League
8095
|
Posted - 2014.04.25 18:33:00 -
[3] - Quote
The Covert Ops cloak would be a very nice addition to the scout line up. Covert Ops ships in Eve Online carry a ton of benefits that normal ships don't have. One of which is the ability to warp while cloaked and don't have speed penalties.
But to implement a Covert Ops scout requires more content that want you initially thought. The scouts that we have now in 1.8 already achieve a lot of things that's very close to mimicking Covert Ops scouts. Scan Range and Profile Dampening for Gallente, Scan Range and Precision Enhancement for Caldari, Hacking Speed and Knife Damage, and Stamina Amt/Regen for Amarr.
A Covert Ops scout would likely have one or two of the following bonuses:
- Reduced Cloak Recharge Time
- Reduced or NO shimmer when moving
- Deployment of an infantry-type cynosural field for vehicles
- Sprint Speed
- TACNET Jamming
- TACNET Manipulation
- Comm Jamming
- Comm Infiltration
- etc.
Of course, these kind of bonuses for a Covert Ops scout will require new equipment and modules to make them stand out from normal scouts.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
|
Maken Tosch
DUST University Ivy League
8096
|
Posted - 2014.04.25 18:48:00 -
[4] - Quote
Sarus Rambo wrote:Cat Merc wrote: You can just press R2 and skip the whole animation, you don't have to go through it.
Did you even read the post? Scouts should basically be nerfed into a support/intelligence class. They would be invaluable as a squad asset in this role. Scout is just a different flavor of killing and should basically more of a specialized suit. The basic light suit should become the light assault the scout suit plays as.
Honestly those light frame suits need to either go away or be overhauled with practical bonuses. In their current state, light frames (or any basic frame for that matter) have no bonuses and are just nothing more than SP sinks.
In Eve Online, a Covert Ops ship is not forced into doing just Covert roles. You can fit the same ship for more direct combat roles or even do some hauling. It will be a bit gimped when you use it for other roles it wasn't intended for but at least you have the option to do that. The same can be done with any other ship like the battleships that were once used as mining ships before mining barges came into being, a Capital Industrial Ship taking on a Battleship, a mining barge (or exhumer) like the Skiff acting as excellent tacklers near low-sec gates, etc. They are not intended for such roles but you can do them while still having the incentive to use that ship better for its intended role.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
|
Maken Tosch
DUST University Ivy League
8097
|
Posted - 2014.04.25 19:12:00 -
[5] - Quote
Awry Barux wrote:If battleships or capitals could apply their full DPS to small targets solo, EVE's balance would shatter.
The reason why large guns in Eve have a hard time hitting small targets (especially up close) is that the turrets tracking speed, target ship's transversal, and the signature radius of the target ship are factored in. This is why major fleets always have frigates in their battleship fleets so that their small frigate gang can deal with tacklers and jammers while the large ships deal with bigger ships at range. There is also the fact that the turrets in Eve are controlled by a computer while the gun on a dropsuit is controlled manually.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
|
Maken Tosch
DUST University Ivy League
8100
|
Posted - 2014.04.25 20:32:00 -
[6] - Quote
Awry Barux wrote:Maken Tosch wrote:Awry Barux wrote:If battleships or capitals could apply their full DPS to small targets solo, EVE's balance would shatter. The reason why large guns in Eve have a hard time hitting small targets (especially up close) is that the turrets tracking speed, target ship's transversal, and the signature radius of the target ship are factored in. This is why major fleets always have frigates in their battleship fleets so that their small frigate gang can deal with tacklers and jammers while the large ships deal with bigger ships at range. There is also the fact that the turrets in Eve are controlled by a computer while the gun on a dropsuit is controlled manually. I'm entirely aware of that, though in this case we were talking about Stealth Bomber Torps, so tracking and transversal don't come into the picture. As long as the small ships aren't simply sitting still, weapons like torps and cruise missiles might as well be spitballs- a Merlin on a Day 1 capsuleer will walk all over any Stealth Bomber in a slugging match. You write your post as though it somehow contradicts my point... if large guns had the ability to track and hit a tackler orbiting at 500m, EVE would be a much worse, much less interesting game. This manual control is what presents a problem with the balancing of high DPS weapons on slow, high-EHP suits.
I wasn't really trying to contradict you. Perhaps I worded it wrong. I was merely expanding on your point. But yeah there is the major difference between a computer-run autocannon and a manually-controlled GEK.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
|
Maken Tosch
DUST University Ivy League
8100
|
Posted - 2014.04.25 20:35:00 -
[7] - Quote
Damn, double post. Forums be glitchy.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
|
|
|
|