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[Veteran_Ignatius Crumwald]
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Posted - 2012.06.12 19:45:00 -
[31] - Quote
NewOldMan wrote:I think in order to balance cloaking for any dropsuit, Have it drain shield at a continuous rate, as well as having a cloak activation penalty to shield (take a chunk out) Cause if you have it drain the stamina bar, that wouldn't last very long at all, and would make it pointless if it only lasted a few seconds. Cause really, what can you do if you're only invisible for few seconds and running will cause it to go out faster... That's a good idea, having it use the shield as a power source - maybe because they use the same field emitter.
I think it should be semi passive, in other words it activates when you are crouched and the power drains with movement - the time it lasts would depend on your skill and the quality of the module. It should be used primarily for sniping and ECM should be for movement.
Templar Two wrote:NewOldMan
I feel ignored :(
Yup... |
[Veteran_Sin3 DeusNomine]
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Posted - 2012.06.12 20:11:00 -
[32] - Quote
Cloak needs to be complete passive You can not run it off of shields because if you do your basically giving a the middle finger to any person that shield tank while the armor tanking fools do not really care.
And once shields run out they turn into a one shot death.
So they need to be passive. Yes the shields should take a percentage hit when activated because they would be what your using to effect the cloaking in your environment. Also they should not recharge while cloaked. But past that everything should run passively. It will be the only true advantage scout suits have. |
[Veteran_Darkz azurr]
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Posted - 2012.06.12 20:14:00 -
[33] - Quote
Buzzwords wrote: cloaking isn't just for infiltrating, it could be a defensive tool.
Cloaked clone reserve !
just put a capacitor in suits and have it drain capacitor power ..our shields we have now should use the suits cap power to be active, but the default cap recharge rate would recharge faster than the shield uses the power so they would always be on , that way if your greedy using stealth all the time, the capacitor in your suit runs out and you cant stealth and your shields drop ...you could add lots more items you use in your suit that use this capacitor power ..if you get what i mean..just an idea |
[Veteran_Bob Deorum]
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Posted - 2012.06.12 22:09:00 -
[34] - Quote
I like the idea of the cloak acting as a weapon, it would take a light slot and you would have to fire it like a gun to turn it on, and then it would only last fro a certain amount of time I kinda like the idea of using stamina as the timer.
this would make cloaked attacks harder but not broken or impossible. |
[Veteran_Boss Dirge]
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Posted - 2012.06.13 06:37:00 -
[35] - Quote
I think a simple way of balancing the cloak is to simply make it extremely taxing on power grid and cpu. Combine that with the massive drain of a heavy weapon and you could never have a cloaked person running around with a swarm launcher because the suit can't power both things at the same time.
If you consider how a cloak would work, it would massively drain the power grid and cpu of the drop suit whether or not it was on because the module would have to be prepared to be activated at anytime.
Movement penalty? Absolutely. No sprinting even there were a cov ops drop suit, that would be impossible to balance I think. A decent movement penalty combined with the inability to stay cloaked when you are in proximity of enemies, installations and cap-able objectives would solve the pop ups as well. Recoil could easily explain why after firing a weapon once the field is destabilized and could not be re-activated for a short time. |
[Veteran_Templar Two]
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Posted - 2012.06.13 07:01:00 -
[36] - Quote
I proposed stealth cloaking consuming shields, and so be limited, because the idea of having cloak is already frightening for many and so a trade off such as that makes it more bearable.
If we want cloak to not consume shields then we need a cloak enregy bar: unlimited cloaking isn't right for Dust 514. In Killzone it's great because only snipers can use it and there snipers goes for the kill but here we could have team leaders camping on a high point and give orders all the time, never shooting once, and so get easy points without loosing a single life. |
[Veteran_iwillrock yourworld]
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Posted - 2012.06.13 16:18:00 -
[37] - Quote
Nova Knife wrote:https://forums.dust514.com/default.aspx?g=posts&m=115498#post115498 Nova Knife wrote:
In my opinion, Killzone 3 had the best use of cloaking technology in any shooter. It wasn't so much a cloak, as it was incredibly good camoflage. You were not totally invisible, just very easy to miss by someone quickly looking around. This is what the infantry and ground vehicles could get, even if dropships get actual cloaks. The more quickly the move, the less effective the cloak becomes, and moving at full speed the cloak becomes so distorted that you actually stand out more than you would if you were uncamoflaged.
I think as far as infantry are concerned, I do not think they should be able to turn completely invisible, ever. Like said in an above post, it simply promotes camping and hiding, like a prone mechanic and are quite frankly boring and ruin shooting games. They should not go so far as to be unable to move with the cloak active, perhaps moving crouched makes it a bit less effective but I am of the mind you should always be able to at least see some measure of visual distortion even if the cloak is operating at full effect. I agree there should be a timer, maybe 30-60s with better modules and/or skills to increase that or decrease the visual anomaly slightly when moving.
As far as the force recon dropships go, I would be in favor of a full blown cloak so long as the cloak completely disabled the turrets, had a timer of a minute or two before it ran out, and disabled upon any collision with any surface.
Agree with this.
imo cloaking, especially as done in EVE, will only promote camping.
Do it right or dont do it at all. |
[Veteran_Traynor Youngs]
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Posted - 2012.06.14 03:04:00 -
[38] - Quote
As a big fan of the cloaky ships in Eve, I think this game definitely needs them.
I agree with Nova though.
It should not make you completely invisible. As it stands in Eve, anything gets close to you, you decloak...well in DUST, you are always close to something (the ground). So in order to form the cloaking field your suit has to flicker it on and off and as a result you are only partially cloaked.
In addition, to be balanced, it should require a main weapon slot to use, so only side arms.
I am guessing that the electronic warfare and sensor stuff is going to be equipment or module based and so a suit dedicated to cloaky recon should be able to use these modules as well.
I can see them being used in several ways: Infiltration: Use with speed mods and a drop uplink so that they can pop a spawn point behind enemy lines or hack enemy facilities. Recon: Use with sensors/boosters/etc and get in and report on enemy units composition and numbers. Ambush:Use with damage mods and SMG's to surprise the enemy when they move on an objective or through a checkpoint.
They should not require energy of any kind that depletes.
Also, to counter this, there should be a thermal scanner equipment mod that allows players to "see" the cloaked guys when activated.
Cloaking for vehicles is harder to balance IMO, especially for dropships, and so I think they should be a timed kind of thing and take up enough power/CPU to hinder fitting. |
[Veteran_Avinash Decker]
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Posted - 2012.06.14 03:38:00 -
[39] - Quote
Traynor Youngs wrote:As a big fan of the cloaky ships in Eve, I think this game definitely needs them.
I agree with Nova though.
It should not make you completely invisible. As it stands in Eve, anything gets close to you, you decloak...well in DUST, you are always close to something (the ground). .
Or make that it will gradually turn off if you get closer to an enemy drop suit . |
[Veteran_Brian Boyer]
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Posted - 2012.06.14 05:58:00 -
[40] - Quote
I have no doubt with how well cloaking is used in Eve that it will be an effective ability for DUST gamers. CCP does a terrific job of balancing ships and I am confident that they will do the same with the cloaking ability. In the past if a skill or a fitting gets to advantageous , CCP will rebalance the ships and items to make them more palatable to us. CCP therefore should go ahead with the cloaking and let us try it out.
IMO. |
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[Veteran_Gene Dravon]
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Posted - 2012.06.14 09:26:00 -
[41] - Quote
Im going to have to go with Nova Knife on this one, the Killzone 3 system is rather well done when it comes to cloaking.
I get the feeling the Tech II Scout suit will be something along the lines of a Stealth Suit. It offers reduced penalties for using a cloaking device to encourage people to actually invest in the suit if they want to be stealthy. Offer a cloaking device for all suits, perhaps make it a sort of passive gear item, but with much more severe penalties and whatnot.
Perhaps the Stealth Suit offers the ability to fire a weapon while cloaked, but will decloak after you do fire. Normal cloaking device would have a "cooldown" after you decloak before you can fire your weapon. Honestly for the average dropsuit it would be a nice solution to running to get some cover and cloaking while your shields/armor recharge so the enemy can't find you.
Regardless I think penalties similar to EVE would be the obvious choice, and proper skills/equipment help reduce those penalties. |
[Veteran_Bzeer]
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Posted - 2012.06.14 15:04:00 -
[42] - Quote
In dropsuits, I would restrict use to certian types as been suggested, and make it very cpu or pg expensive, or both. (Enough to limit what else they put on their suits in the vien of damage mods or shielding.) Secondly, I would make is passive, and only functional after standing still in one place for a certian length of time. Once you move from "cover" the cloaking device would then become non-functioning, temporarily. Also, after one fires his rifle, it would temporaily desync with the enviroment. This tech would benefit recons and snipers most--but I think if you could run around claoked and hack objectives all day long, that would be an exploit. I definitely don't want dropsuits to have mobile cloaks hacking with impunity. SO, idealy, it would not operate while manning a station turret, or in a vehicle, or hacking, or sprinting.
As for dropships, or whatever else vehicles I would restrict cloaking devices to the more advanced varients, I would make it active, have it desync the cloak anytime a turret was firing, for a period of time before it can reactivate. Make it completely invisable when sitting still, and make it more and more uncloaky as it speed increases. (Visable to the human eyes, as long as it's active, but preventing hard weapon locks, and preventing AI installations not commanded by dropsuits from tracking it. Sort of a digitized "predator"-blend effect because of increased latency in its skin blending with the constantly changing enviroment around it. Storyline wise, I would suggest that the EVE "cloaking devices" in space which are near perfect mobile cloaks are too advanced and too intensive to be used on ground vehicles and dropsuits since they require way too much cpu. But, this camo nanoskin is highly adaptive in blending with its enviroment to the point of actually cloaking when it is sitting still.) I would also make this PG/CPU heavy restricting space for other heavy mods that would unbalance it.
And to counter it effectively, I would create a smoking-glow-ink grenade that could be popped in an area that would disrupt the cloaking devices of dropsuits and vehicles on the ground within range of the device. Infact, it would obscure the battlefield, and actual light-up the cloaker. This would disorient the cloaker, obsure the attacker, and allow for a succesful takedown. This device would limit the situational benefits of claoking from perma-camping the same place close quaters. To balance against the over-use of this grenade, I would take a traditional grenade slot, and would require more advanced grenading skills to deploy, and make it only disrupt the claok only for small ammounts of time after it has gotten clear of the actual smoke--a non binding substance. (So that not just any milita could use it, and so that there is at least some chance of escape for the cloaker if they decide to run.) This grenade would act as a long duration AOE smoke , and even if the cloakers aren't present will give cover to those using it just as smoke. Making it at least somewhat useful even if cloakers aren't around.
PS: For both, I'd have something on the hud to indicate whether is was active, or not, and how syncranized it is with the enviromnet, higher the sync level, less risk of detection. 100 percent will be invisable to the naked eye, a certian range will be hard to notice, and impossible for AI turrets, a certian range below that will disrupt hard locks, a certian range below that will be compeletely unstable requiring a cool down period for the cloak to reactivate (Time to run and hide). So it would be like a different kind of shield. As long as things move slow enough to keep it within the 100 to 90 percent range they can reposition, so long as they aren't triggering anything, or firing a weapon. |
[Veteran_EnglishSnake]
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Posted - 2012.06.14 15:24:00 -
[43] - Quote
Cloaking
KZ3 - had it shimmer when slow moving and barely working when moving fast but when not moving at all you were hidden, also when you fired a non silenced gun your cloak came off and had a cooldown time until you could reactivate it, but if you fired a silenced weapon the cloak didnt come off but it did shimmer as your were firing
MGO - Steath camo hid you completely apart from your weapons and knife
In DUST im not sure if it should be like a booster and lasts for so long, i do think you shouldnt be able to fire while cloaked |
[Veteran_Templar Two]
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Posted - 2012.06.16 16:42:00 -
[44] - Quote
I just realized that unlimited Stealth Cloak could work as in Future Soldier: you must walk slowly, crouched, or it wears off. It could be nice trade off.
Of curse the invisibility effect would be much better than in FS. |
[Veteran_iwillrock yourworld]
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Posted - 2012.06.17 03:23:00 -
[45] - Quote
I dont like the idea of cloacked soldiers, it would just benefit cloacky sniper camping. |
[Veteran_bjorn morkai]
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Posted - 2012.06.17 03:34:00 -
[46] - Quote
ive been putting some thought into this, taking what ive seen from multiple games that use cloaking, going from shooters to RTS. what i see works well is when you shoot, the cloak breaks. cloaking while moving is fine, as you can do it in EVE. moving slow while cloaked works well, because youre trying to be sneaky, not race to the finish line while not being seen. moving fast while invisible should, if anything, be a means of hightailing it. been exposed, time to book it.
thats where my thoughts have gone so far. i could ponder the subject forever but we all know the final word is up to our dev overlords (praise ccp!) |
[Veteran_iwillrock yourworld]
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Posted - 2012.06.17 03:55:00 -
[47] - Quote
The issue i see is that in EVE, a cloacky ship hhad to decloak to shoot at you. To do that, it have to be within attack range, wich means 2 things: You can shoot back, ant it becomes totally and undeniable visible on your overview, enabling a fast and many timers deadly response.
In a shooter, the guy will climb, will hide. He wont be spoted. He will see you, decloak (mechanics pending), kill you, hide again, without ever being spoted, cause you're dead and hes at a pretty safe and far distance. Rinse and repeat. He will die eventually, but I am sure snipers will be allways top on the charts by far. |
[Veteran_Adun Red]
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Posted - 2012.06.17 05:44:00 -
[48] - Quote
Orin Fenris wrote:As most of you may know, CCP appear to have been mulling over how to implement Cloaking into DUST. The technology exists in EVE, and almost any ship can fit the most basic cloaking device, but in the case of non-cloaky ships, you have to sacrifice quite a lot in order to fit it, including time to acquire a target, overall speed, and the inability to warp... However, if you are flying a covert-ops ship, you are able to not only warp while cloaked, but you don't take the hit to targeting speed etc.
So my suggestion?
Make it so only a special type of "covert ops" Dropsuit has a cloaking device, and just build it into the suit---[edit] Disregard the underlined statement---. The problem with this suit would be, even at the prototype level, with all the support skills, you'd still only be able to fit a sidearm-class weapon, and very little tank, but they would have a larger-than-average stamina bar. You'd basically be strictly for running behind enemy lines, and either capturing objectives, or feeding intel on enemy positions.
If they allow any suit to cloak, they better make it so they can't load out with any weapons or something, lol, because if not, prepare for surprise sodomy by swarm launchers, forge guns, etc.
In fact, I would be fine if they didn't even include cloaking all together, with the excuse that it works for ships, but the limited space in drop suits makes it infeasible.
Your last couple sentences say it all. You want people to play the way you want them to. I say make Cov Ops viable and not pre nerfed. Otherwise you'll have them being the least used thing in this game and then why bother. BO BS anyone? Thanks for your opinion though. |
[Veteran_King of Fools]
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Posted - 2012.06.17 09:15:00 -
[49] - Quote
I had a couple ideas myself for how it could be handled, building off of other people's ideas and my experience using them in the EVE universe. In EVE, there were multiple types of cloaks, the more basic the cloak the more significant the drawbacks. I would also like to point out that the cloaks in EVE did not make a ship perfectly invisible, it was near invisible. However, trying to find a slightly blurred outline against the background of space is essentially impossible, so it was practical invisibility. (Jus' sayin')
1) Multiple tiers of cloaks. Basic cloaks can be fit by anybody, but while active instill a negative movement speed modifier. This makes it a very unattractive choice for assaults and heavies, which are already moderately to very slow in the first place. This can also be applied to vehicles, making it more difficult for the vehicles that can equip one to get around the battlefield. As the meta level of the cloak increases, so too do PG/CPU requirements. Most cloaks will have little to no drawbacks, but have huge PG/CPU requirements to equip. If someone equipped one, it would be to the exclusion of all else.
2) EVE style deactivation Firing, interaction, etcetera. Doing anything beyond moving deactivates the cloak, even getting shot or grazed by splash damage.
3) Limitations Personnel cloaks should behave more like camouflage, if anything. I agree with the killzone concept - there is no such thing as true invisibility, just near invisibility. The faster the player moves, the easier they are to spot, especially up close. I also really like the "shields for energy" idea, it would force players using cloaks to be more stealthy as opposed to popping up in the middle of a dozen guys in an attempt to gun them down. Once a cloak deactivates, maybe it has to wait at least three-to-five seconds (depending on the equipped cloak) before the player can reactivate it giving the opposing player a chance to find and/or kill them.
4) Covert-ops There really should be covert-ops dropsuits/vehicles. These, similar to EVE style, would have significant CPU/PG reduction in the requirements on cloaking systems. (Example: most covert ops ships in EVE had a 99.9% reduction for cloak requirements) These suits/vehicles would have low shields and low armor with comparable PG and CPU outputs. Covert-ops vehicles would be primarily LAVs or aerial units. And HAVs would essentially be logistics platforms, like the strat-cruisers in EVE. |
[Veteran_Baal Roo]
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Posted - 2012.06.17 11:14:00 -
[50] - Quote
I think rather than severely limit what can be used with a cloaking device, the more fun way to approach the dilemma is to make using a cloaking device effectively a fairly tall order.
I shouldn't be invisible, just hard to see. if I run blatantly in front of the enemy while the enemy is paying attention, I should die. If I uncloak in view of the enemy, I should die. If I want to hack something, I should have to decloak. If I want to drop an uplink, I should have to decloak. If I want to fire a Weapon, I should have to decloak. Basically, if I want to do anything other than be cloaked, I should have to decloak. Furthermore, decloaking shouldn't be instantaneous. Maybe a 3 second process. During that 3 seconds I shouldn't be able to do anything besides move/sprint. Cloaking should take just as long as decloaking. |
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[Veteran_Orin Fenris]
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Posted - 2012.06.17 17:08:00 -
[51] - Quote
Well, To summarize what I said in my first few posts
Cloaking should be complete invisibility there should be a 5 second inability to fire your weapon after you exit cloaking cloaking should be very taxing on your suit unless you have a covert-ops suit, which would be another set of skills to train.
Non covert-ops suits would be basically a cloak and maybe a sidearm with a drop uplink or something.
I, like Buzzwords think cloaking should be a utility, rather than a combat option. It's not for snipers, it's not for corner campers, it's for people who want to run recon and actually *gasp* SCOUT!!!. This is why the covert-ops suit would be basically a scout suit with less CPU/PG, roughly the same EHP, and marginally more expensive (think Logi suit costs) So even with a prototype Covert Ops suit, you'd still only be running at best a prototype sidearm with little to no tank and a drop uplink. Maybe if/when they give suits actual benefits, give the Covert-Ops suit a bonus to drop uplinks (-x equip cost for drop uplinks, etc.) and + to moment speed while cloaked based on dropsuit/cloaking skill.
Basically make Covert Ops suits almost identical to a covert ops frigate in EVE. I think it would be awesome to be able to stand near (within your.. say... 5-10m range) and they'd have no idea you were there. The ultimate voyeur's tool :D
Furthermore, I actually like the *idea* of it taking up your primary weapon slot. I like the idea lot, but it doesn't really fit into the concept of what a cloaking device is. It's more a module than a hand-held device. I understand *some* corners will have to be cut, particularly explaining why the ground doesn't de-cloak us (possibly some kind of newfound prototype infrantry technology that lets the cloak pass through inanimate objects? or something to do with vibrations in man-made materials, or some such theory *shrug*) but I'd prefer to keep it as a module. a very, very expensive, taxing module that all but limits you to a sidearm, with the benefit of complete battlefield invisibility and stealth, allowing you to move undetected around the map to ninja objectives/etc. Maybe even make it like in EVE, so that covert-ops suits don't de-cloak other covert-ops suits, and you could faintly see squad members cloaks, so you could run as a team to take objectives/etc. |
[Veteran_Kane Brackman]
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Posted - 2012.06.17 17:22:00 -
[52] - Quote
Personally I think it should just be a module that only activates when you are crouched eg when you hit triangle. this adds a movement penalty with out needing to code for it. I like the idea of it replacing your shields and maybe when people shoot at you it should be come disrupted but only when taking damage and when your shield (now cloak) is depleted the cloak deactivates. You have to wait until your shield is full recharged until you can cloak once more. Also shooting any weapon should disrupt/deactivate the cloak. Sorry if I am stealing any ideas I quickly read though the posts and may have missed somethings |
[Veteran_Darkz azurr]
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Posted - 2012.06.17 17:50:00 -
[53] - Quote
Use the ui panel animation on your arm like you use with remote explosives to activate your cloak, I love that little arm ui panel :p |
[Veteran_Templar Two]
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Posted - 2012.06.17 17:55:00 -
[54] - Quote
^^^ Predator style...I like it :) |
[Veteran_Kar Kanos]
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Posted - 2012.06.17 20:41:00 -
[55] - Quote
I'd have to go back and check, but I'm pretty sure EVE Lore at the moment has some size restrictions attached to the technology. It has to be fitted on a large enough ship to handle the energy requirements, but too large and it's unable to perform. Personally I'd rather see the cloak ability restricted to Dropships and possible some other vehicles. Mobile CRU's perhaps? I wouldn't want to see them on dropsuits themselves though. I don't see even the Heavies as having enough energy to power the cloak modules, and still fit into EVE lore. |
[Veteran_Sin3 DeusNomine]
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Posted - 2012.06.18 03:05:00 -
[56] - Quote
People keep attacking shielding needs to take the hit on this.
People this is not halo where shields are the only defense.
You need to remember that there are also armor tanks out there also.
Now what will happen if you make shielding take the fall here well. Anyone with amazing armor skills can set up a great armor tank cloak runner. And people with shield skills will never be able to touch cloaking you will have the rare ones who do but will never even come close to a armor tank cloak runner.
You can never have cloak skills on this game run of either shield or stamina. If they come up with cap like they want to in the future it would not be so bad.
And Yes I am a shield lover. And I also want to see cloaking a useful strategy. It seems so few games that make it possible and execute it well.
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[Veteran_Moejoe Omnipotent]
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Posted - 2012.06.18 06:21:00 -
[57] - Quote
Cloaking should not appear in this game in any shape or form (at least on infantry). If you've ever played Killzone 3 you know that giving players the ability to go invisible only creates a lot of camping. Trust me, you do not want to put up with that **** in Dust 514. |
[Veteran_Kane Brackman]
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Posted - 2012.06.18 13:24:00 -
[58] - Quote
The problem with killzone 3 was that a leveled up scout with a cloak could not be spotted with the tacticians spot and mark ability im sure if ccp implements cloaking you would have a counter (check the force recon dropship lore on the website) says that you can sent it in to spot cloaked scouts and the like. Im not sure how maybe a kind of pulse that deactivates all actives cloaks or maybe something like the old spot and mark ability from killzone 2/3. |
[Veteran_Templar Two]
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Posted - 2012.06.18 15:47:00 -
[59] - Quote
^^^ I don't use the HUD in Killzone but I can always tell where a cloaked sniper is...but this is another story ;)
Anyway stealth cloak should be there, maybe lore-wise there are restriction but nowadays it is very used in sci-fi shooters and Dust 514 can't afford to be any less. |
[Veteran_Matrix Owner]
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Posted - 2012.06.18 16:54:00 -
[60] - Quote
I suggest 2 different sorts of cloak.
Style 1 is active armour prototype cloaking device, this cloak style works by having surface camera's and projectors, it can cloak things, but is either severley ineffective when the object is moving or stops them from moving all together as the image has to try to adjust. Due to the sensor and projector positioning required it is a low slot module where one of your armour mods should go... it also has a negative effect on armour resists which can be improved at 5% compound per level to a negative of 0 @ cloaking lvl 5. However due to the nature of how the cloak works it can take effect the second you stop moving/firing and after a 5-10 second period of adjusting the projeting images causing you to slowly fade out until you are invisible again. (ie always on)
Style 2 is a Covert Ops cloak, only available to be fit on the Covert ops T2 drop suit.
This works much like EVE's cloaking devices by bending light, this one works by being activated which costs 50% stamina, but is totally mobile, infact due to the graviton field used on the shield, slightly reduces the gravitation effects on the wearer, increasing agility and jump capability at the cost of top speed, scattering surface particles will put a strain on the cloaking device causing decloak if an object interacts with the surface of the drop suit, by firing, splash damage, hacking etc. Being decloaked by force causes the reactor on your drop suit to strain to keep the cloak and causes a 55% loss of stamina, This effect can be reduced to 30% stamina loss @ covert ops cloaking lvl 5..... Manually deactivating the device causes no such loss. The Covert ops cloak is a mid slot module and replaces a shield slot due to the device utilising the Dropsuit shields to project the field. As a result of the field re-enforcement it actually increases the shields resistances to the visible EM spectrum, but at a cost of shield integrity to kinetic and splash damages. |
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