|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Tectonic Fusion
1859
|
Posted - 2014.07.07 20:41:00 -
[1] - Quote
I wanted to make this a while ago, but forgot and another thread reminded me. Okay...the basics: Change the profile dampening to 50%, change basic tier time to cloak to 10 seconds, advanced to 15 seconds, and prototype to 20 seconds. This way, the faster suits would be favored for being cloaked, and you couldn't camp with it, but r you would rather use it as an infiltration tool.
|
Tectonic Fusion
1859
|
Posted - 2014.07.07 21:00:00 -
[2] - Quote
Bormir1r wrote:Tectonic Fusion wrote:I wanted to make this a while ago, but forgot and another thread reminded me. Okay...the basics: Change the profile dampening to 50%, change basic tier time to cloak to 10 seconds, advanced to 15 seconds, and prototype to 20 seconds. This way, the faster suits would be favored for being cloaked, and you couldn't camp with it, but r you would rather use it as an infiltration tool. I wouldn't mind this change, but nerfing the basic to that level would be a bit much.....I would think 15, 25, and 30 would be good enough. I would be in favor of those numbers, however, this change would be so people couldn't "camp" with it.
|
Tectonic Fusion
1862
|
Posted - 2014.07.07 21:49:00 -
[3] - Quote
Bojo The Mighty wrote:50% dampening is a bit crazy That is over 2 complex dampeners So the cloak would free up 2 slots That would be the thing. It would give a fast scout an opening to assassinate by getting in and getting out.
BLOOD Ruler wrote:Such a low timer....that's less then the current standard right now.No way It's a low price to pay. It's not like you would need to rely on them anyways...
|
Tectonic Fusion
1862
|
Posted - 2014.07.07 22:00:00 -
[4] - Quote
One Eyed King wrote:Whoa.
As a minja who was hit hard by the cloak nerf, I am going to have to say no.
I did like it as an active dampener, but if you gave THAT much dampening to it, armor tanking would be insane.
As it stands, armor tanked scouts often show up on tacnet, and have a red chevron over their head while cloaked. If you gave them the ability to tank AND be tacnet invisible, that would be too much. Slayer scouts would be everywhere, and you need a lot more time on the scanner to infiltrate effectively.
There are issues, and changes need to be made, but I only see this as making scouts OP, particularly Gals with shot guns and armor. Then lower the time to cloak. Maybe 5 seconds? >:3
|
Tectonic Fusion
1862
|
Posted - 2014.07.07 22:02:00 -
[5] - Quote
Bormir1r wrote:Tectonic Fusion wrote:Bormir1r wrote:Tectonic Fusion wrote:I wanted to make this a while ago, but forgot and another thread reminded me. Okay...the basics: Change the profile dampening to 50%, change basic tier time to cloak to 10 seconds, advanced to 15 seconds, and prototype to 20 seconds. This way, the faster suits would be favored for being cloaked, and you couldn't camp with it, but r you would rather use it as an infiltration tool. I wouldn't mind this change, but nerfing the basic to that level would be a bit much.....I would think 15, 25, and 30 would be good enough. I would be in favor of those numbers, however, this change would be so people couldn't "camp" with it. It's hard to camp with a basic cloak right now...so I don't imagine people using the basic cloak at all if you nerf it to 10 seconds... All of them would be nerfed. 10 seconds is just enough to engage your target and kill him.
|
Tectonic Fusion
1862
|
Posted - 2014.07.07 22:07:00 -
[6] - Quote
Bormir1r wrote:Baal Omniscient wrote:So basically make scouts completely invisible to all active scanners when cloaked......
Um..... No.
This would just mean active scanners loose even more usefulness than they already have. Unless a cloaked scout gets a debuff to it's scan precision that parallels it's damp buff while it's cloak is activated, this needs to stay shelved.
All equipment that is not exclusively support in this game is has some kind of drawback, the cloak has none. RE's can kill you and you cannot use a primary weapon while using them, Nanohives require you to stand within a giant pulsating bubble that can be seen from across the map, Active scanners have a large recharge time and prevent you from pulling a weapon until the animation completes (also making an easy do distinguish sound, and alerting enemies that you are within scanner range when they are scanned).
The cloak is about as non-support an equipment as you will find, why does it have no solid drawbacks when it's benefits are so great and compliment the scout role so well? It has a recharge time, but it's really fast and can be activated when it's only half returned. You can't use it with a weapon, but you can instantly switch to one and fire it before you even decloak. You are partially visible when moving, but everyone else on the field is FULLY visible at all times.
TL;DR: The cloak needs a solid drawback added before it get's any re-balancing. We should at least do it for minmatar scouts, because it uses "hit and run" tactics, it makes perfect sense for them. Also think of it like this: what would be the point in using an extra 10-20 seconds trying to be dampened when you would be scanned anyway? Scouts >= infiltrator or one of their roles.
|
Tectonic Fusion
1863
|
Posted - 2014.07.07 22:36:00 -
[7] - Quote
One Eyed King wrote:Tectonic Fusion wrote:
Also think of it like this: what would be the point in using an extra 10-20 seconds trying to be dampened when you would be scanned anyway? Scouts >= infiltrator or one of their roles.
When you are out of scan range, it makes a lot of difference. A lot of my infiltration involves running through battle lines, across open terrain where I am more likely to be spotted by LOS than by passive scans. I usually run to the enemy home point to give my team the most opportunity to get out and about while redlined before the red team catches on. By then they have already moved on to middle points, and now the enemy team has to spread out to take things back. Just recently I almost turned the tide of the game by doing this. All because I could cloak for longer than 20 seconds. I used to use all 60 of the adv cloaks previous duration doing this. Cloak is useful for more than just slaying and flanking, and we shouldn't limit its usefulness to slayer scouts that are already a problem. If you are out of scan range then you just need to be concealed. People still to 360 scans and gall logis with this can perma scan.
|
Tectonic Fusion
1863
|
Posted - 2014.07.08 01:48:00 -
[8] - Quote
Scheneighnay McBob wrote:No.
The timer is too short for it to be worth the 50% dampening increase. What are you going to do, somehow time it to evade 1 scanning pass? Find the scanning scout (or whoever), then when you get near turn it on, sneak behind him, and kill him. Or for when there is another scout who you see on your passive and he sees you, so you turn it on to hide and get the drop on him. It could be increased like I said, but we would have to find an acceptable amount.
|
Tectonic Fusion
1864
|
Posted - 2014.07.08 02:02:00 -
[9] - Quote
LT Shanx wrote:To me, this does not make sense. I was always under the impression that if a cloaked scout could sneak up behind someone and kill them, then the same would be entirely possible without a cloak.
Cloaks, in my opinion, are supplementary escape tools, not so much a means for infiltration. They are used for hiding and for running away. Reducing the cloak times would not make it better suited for stealth assaulting, even if the profile dampening bonuses were increased. It's used for both. Right now it's pointless to use cloaks if they can scan you. So then maybe change the times to 20, 25, and 30?
|
Tectonic Fusion
1864
|
Posted - 2014.07.08 02:13:00 -
[10] - Quote
Hand Fap wrote:cloak = crutch So are guns. Use melee like a man.
|
|
Tectonic Fusion
1867
|
Posted - 2014.07.08 03:22:00 -
[11] - Quote
Crimson ShieId wrote:It's already kind of hard to camp with a cloak, even a proto. Granted, 30-40 seconds is a decent amount of time, but in most cases, it's "come to a stop after being chased after narrowly escaping a group of heavies, cloak up for a few seconds and let them leave" It's an interesting idea, mind you, but I think the playstyles it would benefit most are the reasons everyone was (and in some cases, still are) talking about nerfing the cloak. Cloaked shotgun scouts are bad enough without them being completely invisible to everything in the game. Besides, I like being able to take a breather once in awhile and let my heart stop pounding after knifing a squad. Shotgunners are worse off now then they were in 1.7. And right now the cloak isn't viable besides on proto because of it's 10% bonus. This would just let them get away if the situation calls for it, or assassinate whoever your squad leader tells you to kill (or not...), but just not camp it.
|
|
|
|