Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
82
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Posted - 2014.05.16 17:15:00 -
[1] - Quote
Adipem Nothi wrote:Require users to manually deactivate; solve the "fire-from-cloak" problem.
* Addresses the biggest issue with cloak * Discourages "surprise" frontal assaults * Encourages old-school scoutly tactics
Alternative: Accelerate decloak animation speed (if possible).
Manual activation can be buggy, as remote explosives do not always detonate when they should, and screws you over when pressing that button 2-3 more times. Just reduce the time of the decloak animation or remove it completely. I find nothing wrong with this as a mainly scout player. Also, there are no "suprise" frontal assaults, anyone can see you and obliterate you if you're standing in front of them, cloaked or not. The only time where cloaks are "invisible" is when the background behind them is immensely bright, and darker locations, like the inside of buildings, reveals cloaks very easily.
Funny as to how it's the reverse ninja when you think about it... hiding in the shadows is actually a bad idea, as the light will conceal you better. |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
83
|
Posted - 2014.05.18 18:02:00 -
[2] - Quote
One Eyed King wrote:Taking away the dampening doesn't fix the problem. It will only force Minmatar scouts to go Gallente so they can dampen their profile enough.
It is the tanking that is the problem that needs fixing, not the dampening of the cloak.
A suggestion in another thread was to make armour plating (and potentially shield extenders) percentage based. An example of this would be the following:
Let's say that complex armour plates offer 80% more armour to your suit, instead of a fixed 148.5 HP (135*1.1)
Single Plate Values:
-- Gallente Scout has 130 armour HP by default. , which equates to 234 armour
-- Gallente Logi has 180 armour HP by default, which equates to 324 armour
-- Gallente Assault has 210 armour HP by default. which equates to 378 armour
-- Gellente Sentinel has 525 armour HP by default, which equates to 945 armour
Proto Suit Values When Fully Stacked:
-- Gallente Scout > 546 armour, +25% of the default armour HP from the Armour Skill (32.5), 578.5 maximum armour HP
-- Gallente Logi > 900 armour, +25% of the default armour HP from the Armour Skill (45), 945 maximum armour HP
-- Gallente Assault > 882 armour, +25% of the default armour HP from the Armour Skill (52.5), 934.5 maximum armour HP
-- Gallente Sentinel > 2,025 armour, +25% of the default armour HP form the Armour Skill (131.25), 2,156.25 armour HP
... it may be wise to introduce a stacking penalty
Estimated Penalty Values:
-- 1st plate: 80%, 2nd plate: 70%, 3rd plate: 55%, 4th plate: 25%, 5th plate: 8%
Armour HP Values When Using the Above Penalty With Fully Stacked Proto Suits:
-- Gallente Scout > 1st plate: 104 HP, 2nd plate: 91 HP, 3rd plate: 71.5 HP, 4th plate: 32.5 HP Total HP: 429, +Armour Skill, 461.5 maximum armour HP.
-- Gallente Logi > 1st plate: 144 HP, 2nd plate: 126 HP, 3rd plate: 99 HP, 4th plate: 45 HP, 5th plate: 14.4 HP Total HP: 608.4, +Armour Skill, 653.4 maximum armour HP
-- Gallente Assault > 1st plate: 168 HP, 2nd plate: 147 HP, 3rd plate: 115.5 HP, 4th plate: 52.5 HP Total HP: 547, +Armour Skill, 599.5 maximum armour HP
-- Gallente Sentinel > 1st plate: 420 HP, 2nd plate: 367.5 HP, 3rd plate: 288.75 HP, 131.25 HP Total HP: 1,732.5, +Armour Skill, 1,863.75 maximum armour HP
Not too sure how I feel about this... that Gallente Sentinal
Edit: perhaps it would work without the stacking penalties, and just reduced the default Gellente Sentinal's armour HP, which is 525, to about 400 HP. |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
83
|
Posted - 2014.05.18 18:19:00 -
[3] - Quote
Varoth Drac wrote:Temias Mercurial -- Gallente Sentinel: 1st plate: 420 HP, 2nd plate: 367.5 HP, 3rd plate: 288.75 HP, 131.25 HP [b wrote:Total HP: 1, 732.5, +Armour Skill, 1,863.75 maximum armour HP[/b] Not too sure how I feel about this... that Gallente Sentinal It might be possible if sentinel suit base armour was reduced. Though this would kind of force them to use plates, which would be a shame. It might be better to target the movement penalty for plates on different suits to balance plate usage on light suits.
True, I did just edit it to say that it may be better to have the default armoud HP of the Gallente Sentinel reduced form 525, to about 400. Movement penalties do not make a fun game, but a tanked Gallente Scout is just as slow as other tanked suits, the only noticeable difference is stamina regen, which isn't too significant when you're already crawling along the ground.
Also, I rarely see non-tanked Heavies, the term "Sentinel" describes their purpose perfectly, as a guardian, immovable wall, or fortress. I also play Minmatar Sentinel, which is insanely fun to use, and can take on others when strafing around or running away, which is only viable with the Minamtar with it's speed and near instant stamina regen.
I think that it would work fine to reduce the default armour HP. Also, a logi with a decent rep negates the absolute necessity of having to be completely tanked out. |