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Maken Tosch
DUST University Ivy League
8095
|
Posted - 2014.04.25 18:33:00 -
[31] - 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
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Maken Tosch
DUST University Ivy League
8096
|
Posted - 2014.04.25 18:48:00 -
[32] - 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
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Awry Barux
Ametat Security Amarr Empire
2145
|
Posted - 2014.04.25 18:54:00 -
[33] - Quote
Cat Merc wrote:Awry Barux wrote: They're really not that much more fragile than normal frigs, you're exaggerating quite a bit. Noticeably, but nowhere near 10:1. Also, part of that is that stealth bombers mount far out-of-class weapons. Give me a ~100EHP heavy weapon scout, I'll take that trade.
Actually I'm not, a stealth frig tends to have 1,400 eHP. I have seen T2 assault frigates with 10k eHP. Now, the heavy weapon comparison would work if the heavy weapon had much difficulty hitting lighter suits. Maybe if you're rolling with pure ewar on one. A Manticore with an anti-EM rig and a MSE II sits comfortably at just over 4k EHP.
But yes, I'll agree that weapon damage application is where this analogy breaks down- but doesn't that just demonstrate why HMGs are somewhat problematic for Dust's balance? If battleships or capitals could apply their full DPS to small targets solo, EVE's balance would shatter.
Nerdier than thou
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Maken Tosch
DUST University Ivy League
8097
|
Posted - 2014.04.25 19:12:00 -
[34] - 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
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Doyle Reese
OSG Planetary Operations Covert Intervention
461
|
Posted - 2014.04.25 19:25:00 -
[35] - Quote
Meknow Intaki wrote:This was cut from EVE's wiki
Sensor Recalibration Delay (page 10) The sensor recalibration delay is a delay after decloaking in which you cannot target-lock anything. The time varies with ships and types of cloak, and is affected by your skill level in Cloaking. This penalty is what is reduced by faction and officer versions of cloaking devices. The table on page 10 shows all sensor recalibration delays, again I forgot to include Blockade Runners - they have the same delay as Force Recon ships. This penalty is probably one of the biggest things to know about being cloaked - you cannot decloak and immediately point someone, unless you fly the right ship. There will always be a delay while your sensors are recalibrating until you can start to target-lock your target. As an example, remember you need your Cloaking skill at level four to fit a CovOps cloak. So in your covert ops frigate, force recon or cloaky Tech 3, you will have a sensor recalibration delay time of 6 seconds. You can decrease that by one second, to a 5 second delay if you train Cloaking to level five. That one second can make a difference between catching your target, and missing it.
I would like to see a delay after decloaking in Dust!! And if you train long and hard enough and can afford the suit you can reduce it to the point where you can decloaking and insta kill
translating the bold into Dust terms, "unless you use the right suit." So... unless you use a scout suit, you should not be able to decloak and immediately target someone, I think it's an amazing idea! =P |
Awry Barux
Ametat Security Amarr Empire
2146
|
Posted - 2014.04.25 19:43:00 -
[36] - Quote
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.
Nerdier than thou
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Autoaim Bot514
The Hetairoi
81
|
Posted - 2014.04.25 19:47:00 -
[37] - Quote
Bormir1r wrote:Dheez wrote:Getting hit with Waapons fire, Splash Damage, Flux, should negate the cloak field.
Also, Please get rid of that "Sprint cancel & Crawl effect" whenever a running scout gets hit. But fluxes would destroy shield tankers.....and that doesn't pose well for Cal and Min scouts....you'll basically be advocating for more Gal scouts...which isn't good.
Which is why their plates should get nerfed. So tired of Gko Scouts with their milita shotgun and 500 EHP. |
Forlorn Destrier
2375
|
Posted - 2014.04.25 20:11:00 -
[38] - Quote
Meknow Intaki wrote:This was cut from EVE's wiki
Sensor Recalibration Delay (page 10) The sensor recalibration delay is a delay after decloaking in which you cannot target-lock anything. The time varies with ships and types of cloak, and is affected by your skill level in Cloaking. This penalty is what is reduced by faction and officer versions of cloaking devices. The table on page 10 shows all sensor recalibration delays, again I forgot to include Blockade Runners - they have the same delay as Force Recon ships. This penalty is probably one of the biggest things to know about being cloaked - you cannot decloak and immediately point someone, unless you fly the right ship. There will always be a delay while your sensors are recalibrating until you can start to target-lock your target. As an example, remember you need your Cloaking skill at level four to fit a CovOps cloak. So in your covert ops frigate, force recon or cloaky Tech 3, you will have a sensor recalibration delay time of 6 seconds. You can decrease that by one second, to a 5 second delay if you train Cloaking to level five. That one second can make a difference between catching your target, and missing it.
I would like to see a delay after decloaking in Dust!! And if you train long and hard enough and can afford the suit you can reduce it to the point where you can decloaking and insta kill
Targeting delay is non-existant in Cov Ops and Stealth Bombers. |
Maken Tosch
DUST University Ivy League
8100
|
Posted - 2014.04.25 20:32:00 -
[39] - 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 -
[40] - Quote
Damn, double post. Forums be glitchy.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
|
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RINON114
B.S.A.A. General Tso's Alliance
595
|
Posted - 2014.04.25 23:11:00 -
[41] - Quote
The only thing cloaks need is a fire delay, no weapons fire for 1.5 seconds after cloak (at level 5). |
Denn Maell
PIanet Express Canis Eliminatus Operatives
348
|
Posted - 2014.04.25 23:25:00 -
[42] - Quote
So, if a blueberry comes to close to me I'll decloak? So many trolling opportunitiesGǪ
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
918
|
Posted - 2014.04.25 23:31:00 -
[43] - Quote
Vulpes Dolosus wrote:Stealth bombers get a 100% reduction to targeting delay after decloaking. If we're making direct comparisons, every other suit that fits a cloak should get a delay, not the scout. QED
I wanted to address this:
How much HP can a stealth bomber have? (2 k eHP maybe, this is nothing in eve)
How effective is a bomber versus frigates? (not even a little bit effective, torps suck vs frigates)
Does even the stealth bomber have a reactivation delay? (15 seconds w/ max skills)
Can a stealth bomber fire while cloaked? (nope)
Can a stealth bomber even target a ship while cloaked? (nope)
Upon decloaking does everyone on the grid see a stealth bombers? (yep)
If within a certain range of enemies, wrecks, friendlies, various objects in space does the cloak work? (nope)
Oh.... well I guess the stealth bomber analogy isn't very good is it? (nope)
That is a pretty ****-poor line of reasoning. Stealth bombers have nearly nothing in common with scouts, in design, form or function.
The cloaks do though, they allow you to have greater positioning and stealth, but in dust they are so much more than that.
They are perhaps the very greatest single infantry tool for assaulting and they are free-non-stacking-penalized complex dampeners.
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.
Fixing swarms
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Vulpes Dolosus
SVER True Blood General Tso's Alliance
1458
|
Posted - 2014.04.26 18:23:00 -
[44] - Quote
Magnus Amadeuss wrote:Vulpes Dolosus wrote:Stealth bombers get a 100% reduction to targeting delay after decloaking. If we're making direct comparisons, every other suit that fits a cloak should get a delay, not the scout. QED I wanted to address this: How much HP can a stealth bomber have? (2 k eHP maybe, this is nothing in eve) How effective is a bomber versus frigates? (not even a little bit effective, torps suck vs frigates) Does even the stealth bomber have a reactivation delay? (15 seconds w/ max skills) Can a stealth bomber fire while cloaked? (nope) Can a stealth bomber even target a ship while cloaked? (nope) Upon decloaking does everyone on the grid see a stealth bombers? (yep) If within a certain range of enemies, wrecks, friendlies, various objects in space does the cloak work? (nope) Oh.... well I guess the stealth bomber analogy isn't very good is it? (nope) That is a pretty ****-poor line of reasoning. Stealth bombers have nearly nothing in common with scouts, in design, form or function. The cloaks do though, they allow you to have greater positioning and stealth, but in dust they are so much more than that. They are perhaps the very greatest single infantry tool for assaulting and they are free-non-stacking-penalized complex dampeners. 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. Which is why I'm saying we shouldn't copy EvE mechanics is Dust. There are many aspects of EvE that don't translate well to Dust, so sticking strictly to lore shouldn't be a main main argument when discussing changes.
Me in my ADS: 1,2
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Athena Sentinel
SOE Knights Templar
282
|
Posted - 2014.04.26 18:28:00 -
[45] - Quote
Meknow Intaki wrote:This was cut from EVE's wiki
Sensor Recalibration Delay (page 10) The sensor recalibration delay is a delay after decloaking in which you cannot target-lock anything. The time varies with ships and types of cloak, and is affected by your skill level in Cloaking. This penalty is what is reduced by faction and officer versions of cloaking devices. The table on page 10 shows all sensor recalibration delays, again I forgot to include Blockade Runners - they have the same delay as Force Recon ships. This penalty is probably one of the biggest things to know about being cloaked - you cannot decloak and immediately point someone, unless you fly the right ship. There will always be a delay while your sensors are recalibrating until you can start to target-lock your target. As an example, remember you need your Cloaking skill at level four to fit a CovOps cloak. So in your covert ops frigate, force recon or cloaky Tech 3, you will have a sensor recalibration delay time of 6 seconds. You can decrease that by one second, to a 5 second delay if you train Cloaking to level five. That one second can make a difference between catching your target, and missing it.
I would like to see a delay after decloaking in Dust!! And if you train long and hard enough and can afford the suit you can reduce it to the point where you can decloaking and insta kill
you realize there is ships that have bonuses that removes these negatives and allows insta target after decloak. - Stealth bomber. Similar to the new scout suit bonus.
This cloak in EVE is also 100% invis! You can't seen them at all.
Unlike Dust EVE as a lot more of a passive game. Space, moon, planet mining, salv, trading, building, on and on. The cloak in EVE is more used defensively to escape pirates or worse. It has amazing pvp use on special ships designed for it. I have used it more in EVE as a blockade runner - shipping cargo on public(player) made contacts from "safe space" to "unsafe space". |
Yan Darn
Science For Death
671
|
Posted - 2014.04.26 18:36:00 -
[46] - 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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Bormir1r
Fatal Absolution Dirt Nap Squad.
406
|
Posted - 2014.04.26 19:25:00 -
[47] - Quote
Ghost Kaisar wrote:Autoaim Bot514 wrote:Vulpes Dolosus wrote:Stealth bombers get a 100% reduction to targeting delay after decloaking. If we're making direct comparisons, every other suit that fits a cloak should get a delay, not the scout. QED scout is for...scouting If they want scouts scouting, they need to make a lot of changes. I would turn cloaks into an escape tool. Invisibility while standing becomes standard for all movement. You would be hard to see even while moving . Damp bonus included. De-Cloak and Cloak animation would last for 3 seconds. This prevents scouts from abusing its invisibility to insta kill targets (Harder to do though, see slot changes). Skill for cloak reduces time for de-cloaking by 5%. At proto, this shaves off 3/4 of a second off de-cloak and cloaking. This reduces total time to cloak, and then de-cloak by 1.5 seconds. A worthy investment, yet not game breaking. How the cloak would work: You can't switch out of it. To de-cloak, you press the button. The merc touches the button, and you go through the animation (You can sprint while doing so). It slowly de-cloaks you, and you become more and more visible as it goes along. After it decloaks (Or cloaks), it makes the sound, and you are free to switch to a weapon. Slot layout becomes no grenade, two sidearm slots. Share passive scans with the team, and LOS scans with the squad. WP for passive scan kills. LOS scan will be left alone, as they would mainly be used to let the squad know where people are moving. How I would run my Scout MK.0 with this build. 2x Complex Shield, 1x Complex Precision Nova Knives Six Kin SMG Pro Cloak PRO Quantum Scanner Complex Damp Complex Speed Complex Range Extender Most of my time would be spent using my passive dampening to wander behind enemy lines, assassinating lone targets and hacking points. My scans would reveal if people came to hunt me, I would cloak and use my speed to retreat. Scanner would be used to light up targets I see moving out of my area, so that my squad would know where they are once they leave my range. Just my take on this. If you want people to scout, they need both the equipment and incentive to do it. Shared passive scans with the team, along with WP for doing so, would encourage scouts to hang around hot spots and scan for the team. LOS isn't shared, because it isn't put into the tacnet system. I see LOS scanning as talking to your squad, and informing them of what you see. Only hard data gets sent to the team. So that assaults won't be left in the Dust WP wise, I would also say that they need to get extra WP every time they get a kill within a certain radius of an objective. Only Heavies and Assaults get this. They would then be encourage to attack letters, and rewarded for doing so. WP's need for Orbitals would also be increased. Sorry for the long post. Was on a roll. EDIT: Changed my fit because previous fit was impossible. Damn PG on the Min Scout.
That's also a problem....pg on min scout....
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
943
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Posted - 2014.04.26 20:07:00 -
[48] - Quote
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.
Fixing swarms
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Scheneighnay McBob
Nova Corps Marines Ishuk-Raata Enforcement Directive
4923
|
Posted - 2014.04.26 20:20:00 -
[49] - Quote
Here's the flaw: only swarm launchers require a lock.
If we're talking about sensor re-calibration, then chevrons simply wouldn't show up for a little while.
I'm from the weird side of the internet
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Yan Darn
Science For Death
676
|
Posted - 2014.04.26 20:26:00 -
[50] - 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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Godin Thekiller
OSG Planetary Operations Covert Intervention
2077
|
Posted - 2014.04.26 20:48:00 -
[51] - Quote
Jack McReady wrote:personally I would change the cloak b:
1. changing and lower dampening across tiers. if you want to be invisible to the radar FIT DAMPS, e.g. STD. 10% ADV: 12.5% PROTO: 15%
2. add a penatly to scan precision.
done....
2 would just nerf Cal scouts, which makes no sense seeing as though Caldari makes the cloaks......
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2077
|
Posted - 2014.04.26 20:50:00 -
[52] - Quote
Awry Barux wrote:Meknow Intaki wrote:This was cut from EVE's wiki
Sensor Recalibration Delay (page 10) The sensor recalibration delay is a delay after decloaking in which you cannot target-lock anything. The time varies with ships and types of cloak, and is affected by your skill level in Cloaking. This penalty is what is reduced by faction and officer versions of cloaking devices. The table on page 10 shows all sensor recalibration delays, again I forgot to include Blockade Runners - they have the same delay as Force Recon ships. This penalty is probably one of the biggest things to know about being cloaked - you cannot decloak and immediately point someone, unless you fly the right ship. There will always be a delay while your sensors are recalibrating until you can start to target-lock your target. As an example, remember you need your Cloaking skill at level four to fit a CovOps cloak. So in your covert ops frigate, force recon or cloaky Tech 3, you will have a sensor recalibration delay time of 6 seconds. You can decrease that by one second, to a 5 second delay if you train Cloaking to level five. That one second can make a difference between catching your target, and missing it.
I would like to see a delay after decloaking in Dust!! And if you train long and hard enough and can afford the suit you can reduce it to the point where you can decloaking and insta kill Okay, then let me cloak forever and be actually 100% invisible, even while moving, albeit at reduced speed. That's how it is in EVE.
yea, there's the Cov Ops cloaks, which would be for Scouts. so no speed reduction.
click me
Blup Blub Bloop. Translation: Die -_-
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Sylwester Dziewiecki
Interregnum.
288
|
Posted - 2014.04.26 20:52:00 -
[53] - Quote
Meknow Intaki wrote:This was cut from EVE's wiki
Sensor Recalibration Delay (page 10) The sensor recalibration delay is a delay after decloaking in which you cannot target-lock anything. The time varies with ships and types of cloak, and is affected by your skill level in Cloaking. This penalty is what is reduced by faction and officer versions of cloaking devices. The table on page 10 shows all sensor recalibration delays, again I forgot to include Blockade Runners - they have the same delay as Force Recon ships. This penalty is probably one of the biggest things to know about being cloaked - you cannot decloak and immediately point someone, unless you fly the right ship. There will always be a delay while your sensors are recalibrating until you can start to target-lock your target. As an example, remember you need your Cloaking skill at level four to fit a CovOps cloak. So in your covert ops frigate, force recon or cloaky Tech 3, you will have a sensor recalibration delay time of 6 seconds. You can decrease that by one second, to a 5 second delay if you train Cloaking to level five. That one second can make a difference between catching your target, and missing it.
I would like to see a delay after decloaking in Dust!! And if you train long and hard enough and can afford the suit you can reduce it to the point where you can decloaking and insta kill And every dust cloakers would like to see eve cloaking(in complete undetectable form).
I'm here since may 2012, my EVE alter ego is Nosum Hseebnrido.
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