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Yan Darn
Science For Death
661
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Posted - 2014.04.25 17:04:00 -
[1] - Quote
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.
The Ghost of Bravo
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Yan Darn
Science For Death
662
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Posted - 2014.04.25 17:10:00 -
[2] - Quote
Edit: Double posting like a German King.
The Ghost of Bravo
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Yan Darn
Science For Death
664
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Posted - 2014.04.25 17:47:00 -
[3] - Quote
Cat Merc wrote: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. You can just press R2 and skip the whole animation, you don't have to go through it.
Really? I'll remember to abuse that. It obviously only happens when I'm trying to quickly react to a threat and press r1 thinking my weapon is on the way out.
If/when that switch glitch is addressed I'll have to relearn cloaks - I'm doing a lot of things at the moment which if I tried when its fixed, would probably just get me killed.
The Ghost of Bravo
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Yan Darn
Science For Death
671
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Posted - 2014.04.26 18:36:00 -
[4] - Quote
Magnus Amadeuss wrote:
Remove the free dampening (cloaks are for visual concealment, they shouldn't be for electronic concealment) and introduce a firing delay post decloak. Do this and then scouts will be scouts again, instead of invisible assaults.
I'm not sure even perfect concealment would make up for all the potential problems that could cause for suits lacking low slots.
I consider it an active dampener. A more tactical way of applying the old bonus which was always passive.
Edit: As for the firing delay - the R1 animation is right there - it just needs to applied whenever you do anything that will decloak you.
The Ghost of Bravo
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Yan Darn
Science For Death
676
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Posted - 2014.04.26 20:26:00 -
[5] - Quote
Magnus Amadeuss wrote:Yan Darn wrote:Magnus Amadeuss wrote:
Remove the free dampening (cloaks are for visual concealment, they shouldn't be for electronic concealment) and introduce a firing delay post decloak. Do this and then scouts will be scouts again, instead of invisible assaults.
I'm not sure even perfect concealment would make up for all the potential problems that could cause for suits lacking low slots. I consider it an active dampener. A more tactical way of applying the old bonus which was always passive. Edit: As for the firing delay - the R1 animation is right there - it just needs to applied whenever you do anything that will decloak you. Weapon switching basically undermines the principle that you should be at an advantage if you spot the cloaker first. Why wouldn't it? I am not sure what your argument here is.. this would mean low slots are better for dampening and high slots are better for precision, like it already is. Listen the damp/enhancer interplay was at a decent spot before the active cloak was introduced, sure the enhancers might need a 5% buff, but there was strategy and many possibilities then. Having this bonus in addition to being hidden from LoS TacNET and really good visual concealment is too much, and it devalues both dampeners and enhancers.
I'm guess I'm one of those that thinks that just the cloak effect alone would turn the whole scout bonus into a gimmick. I'm already one of those who is frustrated that our bonus is vastly limited compared even to the UP assaults. If cloaks weren't our bonus, I couldn't personally care less what nerfs they had.
I think there a loads of issues with how ewar works in this game. For me cloak dampening is on the periphery of other issues that need lookin at first when it comes to the problems with ewar.
The way active scanners were nerfed doesn't help the situation.
The Ghost of Bravo
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