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Tectonic Fusion
1859
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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.
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Bormir1r
Fatal Absolution General Tso's Alliance
438
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Posted - 2014.07.07 20:53:00 -
[2] - Quote
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.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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Tectonic Fusion
1859
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Posted - 2014.07.07 21:00:00 -
[3] - 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.
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Tectonica Fusionus
Fraternity of St. Venefice Amarr Empire
7
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Posted - 2014.07.07 21:33:00 -
[4] - Quote
Bumpity bump bump.
TOTALLY not an ALT.
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4047
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Posted - 2014.07.07 21:34:00 -
[5] - Quote
50% dampening is a bit crazy That is over 2 complex dampeners So the cloak would free up 2 slots
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
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BLOOD Ruler
The Lionheart Coalition
465
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Posted - 2014.07.07 21:48:00 -
[6] - Quote
Such a low timer....that's less then the current standard right now.No way
Feel the pain of my knives and the piercing pain your skull has felt to my pistol.I am the Assassin.
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Tectonic Fusion
1862
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Posted - 2014.07.07 21:49:00 -
[7] - 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...
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Baal Omniscient
Onslaught Inc RISE of LEGION
1918
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Posted - 2014.07.07 21:55:00 -
[8] - Quote
So basically make scouts completely invisible to all active scanners when cloaked......
Um..... No.
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 would just mean active scanners loose even more usefulness than they already have.
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.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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One Eyed King
Land of the BIind
2362
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Posted - 2014.07.07 21:55:00 -
[9] - Quote
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.
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.
This is how a minja feels
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Tectonic Fusion
1862
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Posted - 2014.07.07 22:00:00 -
[10] - 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
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Bormir1r
Fatal Absolution General Tso's Alliance
442
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Posted - 2014.07.07 22:01:00 -
[11] - Quote
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...
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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Tectonic Fusion
1862
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Posted - 2014.07.07 22:02:00 -
[12] - 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.
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Bormir1r
Fatal Absolution General Tso's Alliance
442
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Posted - 2014.07.07 22:03:00 -
[13] - Quote
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.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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Tectonic Fusion
1862
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Posted - 2014.07.07 22:07:00 -
[14] - 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.
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One Eyed King
Land of the BIind
2364
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Posted - 2014.07.07 22:28:00 -
[15] - Quote
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.
This is how a minja feels
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Tectonic Fusion
1863
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Posted - 2014.07.07 22:36:00 -
[16] - 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.
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Elitist Ultima
Ikomari-Onu Enforcement Caldari State
8
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Posted - 2014.07.08 00:52:00 -
[17] - 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. the Bee is Under the saMe roof as aPerture science
"Meh."
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Scheneighnay McBob
Cult of Gasai
5596
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Posted - 2014.07.08 01:36:00 -
[18] - Quote
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?
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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Tectonic Fusion
1863
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Posted - 2014.07.08 01:48:00 -
[19] - 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.
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LT Shanx
OSG Planetary Operations Covert Intervention
119
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Posted - 2014.07.08 01:55:00 -
[20] - Quote
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. |
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Tectonic Fusion
1864
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Posted - 2014.07.08 02:02:00 -
[21] - 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?
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Hand Fap
Kirkinen Risk Control Caldari State
2
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Posted - 2014.07.08 02:03:00 -
[22] - Quote
cloack = crutch |
Skullmiser Vulcansu
138
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Posted - 2014.07.08 02:10:00 -
[23] - Quote
I think that it would be neat to have variants of cloaks with differing durations, and dampenings, but I also think that the cloaks we have now are fine.
If this game was fun, I wouldn't be playing it.
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Tectonic Fusion
1864
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Posted - 2014.07.08 02:13:00 -
[24] - Quote
Hand Fap wrote:cloak = crutch So are guns. Use melee like a man.
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Hand Fap
Kirkinen Risk Control Caldari State
2
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Posted - 2014.07.08 02:37:00 -
[25] - Quote
Tectonic Fusion wrote:Hand Fap wrote:cloak = crutch So are guns. Use melee like a man. LOL i remember someone did that and made the most juicy tears to ever come out in molden heath.
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Crimson ShieId
Psygod9
636
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Posted - 2014.07.08 03:17:00 -
[26] - Quote
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.
Nova Knives are best sidearm.
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Tectonic Fusion
1867
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Posted - 2014.07.08 03:22:00 -
[27] - 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.
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Saiko Kujin
Villore Sec Ops Gallente Federation
0
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Posted - 2014.07.08 03:46:00 -
[28] - Quote
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 (15, 20, and 25 for tiercide). 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. EDIT: Of course since the time would be lowered, remove the ability to cloak half way.
Just get rid of the damned thing. |
Jotun Izalaru
Goonfeet
148
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Posted - 2014.07.08 04:05:00 -
[29] - Quote
Saiko Kujin wrote:Just get rid of the damned thing.
I can get behind this still.
Not surprising since I was slamming the cloak since before it was introduced, though. It's literally added nothing of value to Dust, and the only thing it ever could have added was a way for a paperthin scout to cross the many vast open spaces in this game, which isn't even a problem at highlevel play usually. |
Bormir1r
Fatal Absolution General Tso's Alliance
456
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Posted - 2014.07.08 14:27:00 -
[30] - Quote
Tectonic Fusion wrote: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...
When you said another thread reminded you, were you referring to my thread? Also Your proposal would work great for Min Scouts, but 10 seconds is a bit harsh. If you haven't read my thread on the Active Dampening for Min scout, please do so.
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
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