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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
59
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Posted - 2014.05.18 12:18:00 -
[1] - Quote
At the very least the time remaining on the cloak should be drained when a cloaked scout is fluxed.
The fact of the matter is that cloaks have no weakness aside from situational awareness, which isn't even a true weakness unless you're sniping.
I would be satisfied if the flux caused them to fully decloak as well, but I'm not sure if this would be overkill.
Edit: Also, after using the cloak personally, I can officially say now that damage in general draining the cloak is NOT a bad idea. If you're taking damage while cloaked, you're not trying hard enough.
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CCP Rattati
C C P C C P Alliance
1196
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Posted - 2014.05.18 12:45:00 -
[2] - Quote
I have asked for this before, and there is no elegant way to do this. We will keep it on the "figure out" list, not immediate.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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lithkul devant
Legions of Infinite Dominion Zero-Day
219
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Posted - 2014.05.18 13:53:00 -
[3] - Quote
The cloak is very powerful, 75% of the time multiple people can be staring right at me while I am standing still or walking and not see me. If I get shot while I am cloaked, my cloak deserves to loose power, cause honestly how often does it happen? I think I even wrote a few times about this issue already, but it was mostly ignored. |
Adipem Nothi
Nos Nothi
770
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Posted - 2014.05.18 14:17:00 -
[4] - Quote
CCP Rattati wrote:I have asked for this before, and there is no elegant way to do this. We will keep it on the "figure out" list, not immediate.
Good to know. Thanks for shooting straight with us. o7
Shoot scout with yes...
- Ripley Riley
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iliel
Heaven's Lost Property
50
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Posted - 2014.05.18 15:04:00 -
[5] - Quote
CCP Rattati wrote:I have asked for this before, and there is no elegant way to do this. We will keep it on the "figure out" list, not immediate.
Hmm, if you really want flux to drain cloak, might as well just give Gallente scout invincibility as its passive. That'll get rid of Cal Scouts entirely and make sure Gal scouts don't need to use the cloak. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
63
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Posted - 2014.05.18 15:13:00 -
[6] - Quote
iliel wrote:CCP Rattati wrote:I have asked for this before, and there is no elegant way to do this. We will keep it on the "figure out" list, not immediate. Hmm, if you really want flux to drain cloak, might as well just give Gallente scout invincibility as its passive. That'll get rid of Cal Scouts entirely and make sure Gal scouts don't need to use the cloak.
Are you mad that you're so narrow-minded with your "must win, I'm in HvLP, money in the bank" thought process that you didn't realize you're NOT SUPPOSED to brick tank it?
You're supposed to fill it with precision and range mods. Maybe a shield extender or something here and there but mostly scan modules. =/
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Shadowswipe
Molon Labe. General Tso's Alliance
251
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Posted - 2014.05.18 17:42:00 -
[7] - Quote
CCP Rattati wrote:I have asked for this before, and there is no elegant way to do this. We will keep it on the "figure out" list, not immediate. You already have flux that drains shields. Just have it also send a signal to the cloak object.
Update() If (Fluxed == true) then CloakBattery = 0 end end
There, I fixed up the logic for you. If the battery hits zero then cloak is already deactivated, this is just a simple check on update. Nothing that hard to figure out and dev time should be next to nothing. |
Atiim
Heaven's Lost Property
8671
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Posted - 2014.05.18 17:47:00 -
[8] - Quote
Velociraptor antirrhopus wrote: Are you mad that you're so narrow-minded with your "must win, I'm in HvLP, money in the bank" thought process
What does HvLP have to do with this?
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Llast 326
An Arkhos
3136
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Posted - 2014.05.18 18:04:00 -
[9] - Quote
The concern that I have and many others have when this discussion comes up is it imbalances in favour of armour scouts. Minmatar and Caldari scouts get hit significantly harder by this mechanic, while encouraging armour tanking.
My suggestion has usually been the creation of a new grenade that interrupts active modules: An EMP grenade that subtracts from the timer of Active Modules. This would be useful for AV, and countering cloaked scouts. I do not know if it is possible to implement with the knew update limitations for Dust. Theoretically one could use the same assets for the Flux grenades, and if the coding changes could be applied in downtime capacity then we could have themGǪ otherwise it's out as an option.
KRRROOOOOOM
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One Eyed King
Land of the BIind
1562
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Posted - 2014.05.18 19:41:00 -
[10] - Quote
Llast 326 wrote:The concern that I have and many others have when this discussion comes up is it imbalances in favour of armour scouts. Minmatar and Caldari scouts get hit significantly harder by this mechanic, while encouraging armour tanking.
My suggestion has usually been the creation of a new grenade that interrupts active modules: An EMP grenade that subtracts from the timer of Active Modules. This would be useful for AV, and countering cloaked scouts. I do not know if it is possible to implement with the knew update limitations for Dust. Theoretically one could use the same assets for the Flux grenades, and if the coding changes could be applied in downtime capacity then we could have themGǪ otherwise it's out as an option.
What he said. My minja needs invisibility as it runs about 200 ehp.
Fluxing the crap out of a CRU area while I am hacking it leaves me another 84 armor to finish, while totally visible.
This does next to nothing to fix armor tanked invisiscouts and reduces the number of viable roles on the field.
"I've made a huge mistake."
-G.O.B. Bluth
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Xx-VxF-xX
Ostrakon Agency Gallente Federation
13
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Posted - 2014.05.18 20:36:00 -
[11] - Quote
ok so what is being pushed here is flux drain and decloak scouts. flux will also drain shield so you are wanting to force armor eHP tanking scouts. In other thread everyone is pushing for preventing armor stacking scouts. Then you have the remove dampening thread. What do the non scouts want a scout to be? no armor, cloak, shield or dampening easy KDR grinding targets?
Prevent eHP stacking scouts and a grenade where you think a scout is camping will be more effective than a flux because the grenade will kill them verses just pulling them out of cloak.
I am ok with the armor penalties for scouts except on reactive or feroscale plates. (scout has cloak to compensate for low eHP)
I am ok with decloak deleay to prevent firing from cloak. (very OP and IMO the only real problem with cloak)
removing the dampening of cloak only hurts non gallente scouts. As a gallente scout I will just use 2x complex dampeners. I would say replace the gallente scout dampening bonus with something else so it forces gallente to use 2x dampeners and helps fix the armor stacking gallente that is the only real problem with the eHP stacking scouts.
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Syeven Reed
G0DS AM0NG MEN
683
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Posted - 2014.05.18 20:44:00 -
[12] - Quote
I like the fact you said "drains" and not "de-cloaks". +1
Twitter MajLagSpike
CPM Application
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Xx-VxF-xX
Ostrakon Agency Gallente Federation
14
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Posted - 2014.05.18 21:05:00 -
[13] - Quote
Would be more than happy to trade dampening bonus for a plasma rifle range bonus on my gallente scout. I really like my tac ar with my gallente scout. Then I would be forced to use 2x complex dampeners Add armor stacking penalties to scout and I would be an easy 1 grenade kill vs only being de-cloaked |
Pseudogenesis
Subdreddit Test Alliance Please Ignore
181
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Posted - 2014.05.19 07:26:00 -
[14] - Quote
Shadowswipe wrote:CCP Rattati wrote:I have asked for this before, and there is no elegant way to do this. We will keep it on the "figure out" list, not immediate. You already have flux that drains shields. Just have it also send a signal to the cloak object. Update() If (Fluxed == true) then CloakBattery = 0 end end There, I fixed up the logic for you. If the battery hits zero then cloak is already deactivated, this is just a simple check on update. Nothing that hard to figure out and dev time should be next to nothing.
Somehow I doubt they consider coding to be an inelegant way to solve design problems. If they can't do it right now then they can't do it right now, armchair programming aside
Stabby-stabber extraordinaire
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Dr-Amoux
ACME SPECIAL FORCES RISE of LEGION
0
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Posted - 2014.05.19 17:03:00 -
[15] - Quote
I think cloaking should rapidly deplpete when moving and certain speeds. i can sprint accross some maps on skirmishes hack the enemies home objective and then stand there for like 5 seconds for the poor guy to come hack it and blow him away...its pretty unfair.
if that isnt what you guys want maybe make a new item that could be placed down like an uplink that will decloak all in range for like 15 seconds. same thing if they are in the radius when its dropped and then leave the radius of it, and they guy that drops it would get a ping or somthing to let him know that it has uncloaked somthing like "decloak enemy 25+ points" and then after the 15 seconds the equipment would pop. maybe it could stun them if they try to cloak again during that time period. cloaks need some sort of weakness not just "i can see your twilight sparkles" crap.
it wouldnt bother shield heavy scouts or armor scouts only the cloak device equipped.
maybe it could just drain it a a very fast speed instead of completely negating use instantly while in radius, then when drained it can just prevent recharge untill out of radius, but it would only drain if it is in use or was used while in the aoe of the item.
added bold to important points |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
78
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Posted - 2014.05.20 08:50:00 -
[16] - Quote
yeah it does punish shield scouts
but what if it has a weak draining effect, that's not enough to decloak you?
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Dr-Amoux
ACME SPECIAL FORCES RISE of LEGION
0
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Posted - 2014.05.20 23:38:00 -
[17] - Quote
It will be stronger the more specc'd into you are. I can't come up with what the numbers should look like but let's say a scout of any kind with proto cloak ran through a standard emp (just gonna call it that till we come up with something Better), he cloaks, runs through it and it would just drain 40% faster than normal it doesnt need to decloak instantly the scout will see the message emp in area when he starts getting drained, Then gtfo. It doesnt need to decloak as long as it prevents the scout from sneaking up on you it prevents the kills. But if he himself decloaks he can't activate until he leaves because it won't recharge. The radius should be large too so cloakers cant just rush in and rush out
Or maybe the closer the cloaker is to the equipment the stronger the drain? About 25% at max range then it increases by a set amount like5% more every few meters closer he gets to it?
And how does that punish shield scouts? This doesnt drain shields just the charge on cloaks nit just scouts |
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