Garrett Blacknova
Codex Troopers
5555
|
Posted - 2014.05.18 10:40:00 -
[1] - Quote
The fallacy argument is that if you don't see someone, you won't KNOW you didn't see them.
It relies very heavily on the phenomenon you didn't see being passive.
FPS players aren't passive. If you fail to see a cloaked player, you will very promptly be shot by that player.
I can comfortably argue that 9 times out of 10, when a cloaked player starts shooting and was in front of me, I saw them before the decloaking animation began. I can also point out that for those 10 times, there were MORE than 10 times where I saw a cloaked player and they were killed - either by me or another player - before they had a chance to open fire. There were also a handful of times I saw a cloaked player, but didn't have anything I could do before I lost sight of them due to factors OTHER than cloak (distance/terrain).
Fallacy doesn't apply to my above statement, AND that proves the same thing people were claiming which can be pointed out as a fallacy.
I'm willing to admit there are bugs which can occasionally prevent a moving player from being as visible as they should be at certain ranges, but for the most part, cloaked players ARE visible. |
Garrett Blacknova
Codex Troopers
5557
|
Posted - 2014.05.18 23:59:00 -
[2] - Quote
I'm going to add my usual proposal.
If people really are this upset with cloaks, DON'T NERF, TWEAK.
Don't remove the dampening bonus entirely. DEFINITELY don't make it a penalty.
10 - 15% dampening bonus instead of the current 25%, and SEE WHAT HAPPENS.
If it makes cloaked players obviously more visible, GREAT.
Also, a couple of Scout suits (Gallente) have been given too much of a buff on their base fitting stats - tighten the PG and CPU capacity a little to make them actually take some effort to fit effectively.
Really though, the only needed "nerf" is to fix the BUGS AND GLITCHES that can be exploited with cloaks and to improve the decloak sound priority and volume settings. It sounds loud enough to the cloaker, but it's MUCH quieter to another player, EVEN when you're right on top of them. If they make that louder, and more importantly, make it so that it's treated as a priority for the game to play. I've tested and confirmed that when there are several ARs firing just barely in earshot, a cloaked player less than 2m from me will be able to decloak silently. The sound simply doesn't play at all. Distant gunfire is a higher priority than the shotgunner appearing directly behind you, according to CCP.
Now onto something else fun...
trollface dot jpg wrote:Noooo.... not OP at all! I can't believe that people are actually upset about me being able to stand still for a minute and a half in a corner without being seen and OHKing them in the back with a shotty! How is anyone upset that my cloak remains active until I get my second shotty shot off? What is wrong with you fools who think that 10 neigh invisible fully tanked suits hiding in every corner is a problem?!?! Gosh people, get over yourselves, it's not like the terrible frame rate and lag in this game makes it THAT much harder to see us when we're cloaked.... First off, I'm sorely tempted to just look at your name and disregard the post on those grounds, but not everyone on these forums actually pays that much attention even when they read what you're saying, so I feel like this needs to be addressed.
If you're hiding in a corner and remain unseen, the enemies are doing it wrong, and got outplayed.
If your cloak remains active even long enough for you to take your FIRST shot, then you're exploiting a glitch, and should report the process you're abusing to CCP. The ability to switch and fire WHILE DECLOAKING is completely separate, and not an issue because during the decloak animation, you're giving people an audio cue to tell them you're decloaking AND you're more visible than the movement shimmer makes you BEFORE THE FIRST SHOT. You can still be less than 100% visible by the time of the second, but anyone even semi-competent with a working TV should have found you by then, assuming the sound didn't get overriden by something else. Decloak sound priority and volume need work, that's the problem.
Also, "neigh" is the sound a horse makes. The word you were looking for is "nigh". |