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[Veteran_Fat Axel]
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Posted - 2012.06.18 17:09:00 -
[61] - Quote
i think they should make the cloak take up alot of space on ur loadout and take a massive amount on training to get, but make it cause 100% total invisiblity and disable sprint, but make it equipment tht u have to have in hand to use tht way u cant run up and blast someone, u have to actually swap weapons and reveal ur self |
[Veteran_Fat Axel]
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Posted - 2012.06.18 17:11:00 -
[62] - Quote
iwillrock yourworld wrote:I dont like the idea of cloacked soldiers, it would just benefit cloacky sniper camping.
there isnt really much reason to snipe right now in the game, ive tried sniping and i kinda like it, but id be more useful runing in with an AR and doin stuff... a cloaky sniper guy would just make snipers more up to par with the other builds |
[Veteran_Eagle Yggdrasil]
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Posted - 2012.06.18 19:05:00 -
[63] - Quote
The Active Camo in BF2142 seemed to work pretty well in some regards.
- It makes you 90% invisible, noticeably distorting the scenery behind the cloaked soldier at close/medium range and makes a static-electric kind of buzzing sound whilst activated
- It's a handheld gadget so you are not able to use or even wield your weapon whilst cloaked, you must deactivate it and switch to your weapon
- You can use it for a set amount of time, maybe 5 or 10 seconds (which could be improved via skill training), before needing to wait just as long for it to recharge, making it possible to move decent distances between cover unseen but not continuously or over open terrain
- It's deactivated if you get close to an enemy - lets you get close enough to surprise them but not so close that you can walk right up to them and ninja knife them
- Whilst cloaked, allow the full sprint speed that your setup permits - makes it a viable getaway device but leaves you quite vulnerable since your enemy can still kind of see you and you can't shoot back
- Only give it to scouts - the last thing we need is to have a Heavy materialise from thin air
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[Veteran_Orin Fenris]
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Posted - 2012.06.18 23:07:00 -
[64] - Quote
Fat Axel wrote:i think they should make the cloak take up alot of space on ur loadout and take a massive amount on training to get, but make it cause 100% total invisiblity and disable sprint, but make it equipment tht u have to have in hand to use tht way u cant run up and blast someone, u have to actually swap weapons and reveal ur self
Sure. something like that. At least you have the right idea.
Again, I'm not a fan of it being a "weapon" but if thats how it would work, i'm fine with it. Honeslty, CCP makes up the lore, so we'll see how it goes. It's not like they can't just "invent" a new technology for DUST, right? I know theres guidelines set from Templar one, but.. i mean.. c'mon. it's CCP... they INVENTED EVE.
they can make a man-portable cloaking device :P |
[Veteran_Zat Earthshatter]
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Posted - 2012.06.19 02:02:00 -
[65] - Quote
Heres my criteria for a well-done cloak: #1 It hides you #2 It is an effective tactic with comms #3 It causes you to make sacrifices #4 It isn't OP
First off, make the cloak a grenade-slot item, so that users just have to hit L2 to cloak. Sprinting should only be allowed with covops suits using covops cloaks (in DUST, sprinting = warping). The "active scanner" sounds like a perfect hard counter to cloaks, as it could "spot" the cloaky while the user has the target in range.
As for the ideas about an active shield drain, i respectfully say NO, because a guy at 0% shield can't really do anything except die when he's behind enemy lines. This violates #2, and is also unfair to shield-tanks, who already have to deal with way less EHP than armor. In it's place, i suggest two cloaks : one that lowers max shield HP, reserving some of the containment field (MWD-type behavior). CPU-intensive The second, by using nanotech to cloak, lowers your max armor, but costs more-than-usual PG Why do i use the fitting reqs of their respective tanks? because of #3. Rest of the mechanics same as EVE for #4, proximity rules at about 2x knife range (patch-increased hopefully, way too short ATM).
Effects: As well as #1, you can't just instantly vanish, so how about some cool FX? for shield versions, the shield hexagons pixelate into invisibility. Armor, think about mold growing over the suit at a brisk speed. Now make that mold glow armor-rep green at the edge and invisible within. |
[Veteran_Orin Fenris]
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Posted - 2012.06.19 03:24:00 -
[66] - Quote
Zat Earthshatter wrote:Heres my criteria for a well-done cloak: #1 It hides you #2 It is an effective tactic with comms #3 It causes you to make sacrifices #4 It isn't OP
First off, make the cloak a grenade-slot item, so that users just have to hit L2 to cloak. Sprinting should only be allowed with covops suits using covops cloaks (in DUST, sprinting = warping). The "active scanner" sounds like a perfect hard counter to cloaks, as it could "spot" the cloaky while the user has the target in range.
IMO the only way to de-cloak a cloaky should be to get in his range. This would also, as you pointed out, prevent knife-ganking out of stealth. On top of that, my 5 second firing delay could help to keep cloak-ganking a non-issue.
IMO, Cloaking should be solely for putting eyes on the enemy, and getting behind enemy lines to hack structures, or put down a drop uplink as a forward spawn. either way, the cloaky should be a support role, not an "ambush" role.
Also, I think the animation for cloaking is already good enough (if you don't know what I mean, watch a drop drone as it leaves after dropping off a vehicle) |
[Veteran_iwillrock yourworld]
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Posted - 2012.06.19 20:37:00 -
[67] - Quote
Fat Axel wrote:iwillrock yourworld wrote:I dont like the idea of cloacked soldiers, it would just benefit cloacky sniper camping. there isnt really much reason to snipe right now in the game, ive tried sniping and i kinda like it, but id be more useful runing in with an AR and doin stuff... a cloaky sniper guy would just make snipers more up to par with the other builds
I am sure sniping sucks not because it sucks but because the actual build needs fixing. This will work proper at alunch. |
[Veteran_GM Unicorn]
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Posted - 2012.06.19 21:33:00 -
[68] - Quote
I like this topic and it's actively followed by us. I tell you that because I'm a gamer as well and it's always nice knowing that Some ideas and suggestions are really nice. Keep it like that and it will be a proper useful feedback for DUST 514 development! |
[Veteran_vladmier gustov]
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Posted - 2012.06.19 21:48:00 -
[69] - Quote
Perhaps make the cloaking device require some sort of capacitor, requiring cap charges to maintain the cloak. The cloak would cycle, much like vehicle shield boosters, so only when selected (the cloak filling an equipment slot allowing for this) with higher end cloaks having an increased cycle time, and perhaps the cloaking skill taking X% off of the fitting requirements per level. |
[Veteran_Gene Dravon]
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Posted - 2012.06.19 22:39:00 -
[70] - Quote
vladmier gustov wrote:Perhaps make the cloaking device require some sort of capacitor, requiring cap charges to maintain the cloak. The cloak would cycle, much like vehicle shield boosters, so only when selected (the cloak filling an equipment slot allowing for this) with higher end cloaks having an increased cycle time, and perhaps the cloaking skill taking X% off of the fitting requirements per level.
You're onto something there.
I dont think Dust will have capacitors like in EVE, if only for simplification reasons.
However I DO like the idea of a cloaking device that offers cloaking for a period of time but then requires a cooldown to reactivate, much like active modules on vehicles. This would prevent people from endlessly camping while invisible.
I do however see some issues with people taking fire, and then suddenly cloaking to avoid dying. I have mixed feelings on this because then everyone will equip a cloaking devices to basically escape from all firefights. This is personally why I think there should a suit specifically designed to lower the high resource costs of a cloaking device, effectively forcing people to use that suit if they want to cloak, much like Covert Ops ships in EVE.
You could make it so the cloak isnt truly invisible, but shimmers slightly like the Optical Camo in the MGS series. Easy to miss if you're running by but if you look right at them you can see a bit of an outline.
And honestly this isnt even touching on the idea of cloaking devices for vehicles, like Logistics Dropships. |
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[Veteran_Noc Tempre]
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Posted - 2012.06.20 00:03:00 -
[71] - Quote
I want to see cloaking be a valid tactic, right up there with tanking, mobility, and DPS. There should be some suits that specialize in them yes, but let the players decide the niche. Personally, I think BO's focused corps should be the most interesting, cerebral fights in DUST.
What needs solidified is narrowly defining what role cloaking has on the battlefield. - Ambush: those with stealth should be the masters of employing ambush strategies - Infiltration: sneaking through the lines undetected is a hallmark of good stealth - Recon: the best eyes are the ones the enemy doesn't know are watching
For comparison, here are some roles sometimes assigned to stealth units that I believe should belong to a different support tree - EW: Eve gets this right by having the strongest EW platforms be non-stealthy (even if they require the same skills ) - Deception: False intel should be a different tactic than suppressing intel - Interdiction: A fancy word for flanking, but attacking the rear belongs chiefly to the nimble, let scouts be the best at this - Traps: While watching the victim is sadistically appealing, this more properly belongs to the combat engineer
I believe this necessitates certain design principles in balancing the cloak
- The cloak should last indefinitely on demand
- The cloak should be foolproof at range and reliable at close proximity
- The cloak should require significant fitting resources
- The cloak should reduce mobility but not cripple it
- The cloak should not allow escape from combat
There is room for a generic tier of camouflage that can be employed by any suit/vehicle, but it could have further restrictions to not overshadow specialists.
The primary advantage of cloaking is information control. Therefore black ops suits and vehicles should have reduced health and no damage advantages, however they shouldn't be weakened inherently like logistics. The main strength will be getting an attacking force or defense in position to locally overwhelm an enemy force secretly.
Strictly talking balance of the best cloaks, timers will cripple their battlefield control utility while amping up their flanking potential, which infringes on mobility focused roles. There is overlap in effect from moving unseen and too fast to counter, but the cloak should not have both. If you are immobile, you remove all offensive capabilities, which relegates it to a niche defense tactic. I believe it should be a valid tool for any situation, even if there are other specialists who might do it better. |
[Veteran_Baal Roo]
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Posted - 2012.06.20 00:21:00 -
[72] - Quote
Gene Dravon wrote:[quote=vladmier gustov] I do however see some issues with people taking fire, and then suddenly cloaking to avoid dying. I have mixed feelings on this because then everyone will equip a cloaking devices to basically escape from all firefights. This is personally why I think there should a suit specifically designed to lower the high resource costs of a cloaking device, effectively forcing people to use that suit if they want to cloak, much like Covert Ops ships in EVE.
I completely agree that this would be unbalancing. I think the simple solution is to give the cloaking devices a "spin up" time of 3-5 seconds of holding a button down (similar to hacking). During the spin up, all other systems should be either unavailable or extremely limited. This way it can't be used as a quick get-out-of-jail-free-card, and will only be useful when used deliberately in a preplanned manner. |
[Veteran_John Surratt]
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Posted - 2012.06.20 04:18:00 -
[73] - Quote
dent 308 wrote:cloak / tank / gank Pick two
The stealth bomber pilot gives you a +1
Noc Tempre wrote:- EW: Eve gets this right by having the strongest EW platforms be non-stealthy (even if they require the same skills ) - Deception: False intel should be a different tactic than suppressing intel - Interdiction: A fancy word for flanking, but attacking the rear belongs chiefly to the nimble, let scouts be the best at this - Traps: While watching the victim is sadistically appealing, this more properly belongs to the combat engineer I believe this necessitates certain design principles in balancing the cloak
- The cloak should last indefinitely on demand
- The cloak should be foolproof at range and reliable at close proximity
- The cloak should require significant fitting resources
- The cloak should reduce mobility but not cripple it
- The cloak should not allow escape from combat
Sounds familiar. . strangely like Cov/Black Ops. . . not that black ops battleships aren't broken in their own way (WFT is with the agility bonus on a Sin?) but CLOAKING itself is pretty much good to go in EVE, nullbears whining about AFK cloakers not withstanding. Not so much of an issue in a FPS.
I'd as a cloaky f-_g in EVE, I'd like to see cloaks in DUST. I think the EVE paradigm for cloaks works pretty well for DUST as well.
You should have to de-cloak to shoot, you can't re-cloak while getting shot or while in direct view of an enemy, and you should get decloaked if someone gets up on you or you get up on someone else (melee range). Cloaked troops should not de-cloak each other if on the same team. Any drop suit should be able to fit a cloak, but certain types (black ops?) should get a modifier to the PG/CPU use. Non cloaky type drop suits would find their CPU/PG used up. Hell, put a speed or stam modifier on teh meta 0 or meta 1 cloak mod as it's heavy and cumbersome to use, like in EVE. |
[Veteran_Eco Esper]
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Posted - 2012.06.20 05:40:00 -
[74] - Quote
There was another thread on this topic a few weeks back which now seems to have moved over here. I'll edit later when I can link the other thread but here was my idea on cloaking.
Eco Esper wrote:Maybe take a system similar to Crysis, moving will slowly drain it, getting shot deactivates it, shooting overheats it requiring a recharge. Like what was said above I also like the idea of dedicated scouts who can move around and spot enemies for their corpmates. Also, similar to EVE you could decloak and engage but your fitting usually won't have the dps to take out anyone, yet you can still assist. Another idea could be to have the basic cloaks only work when still, standard only let's you move for a limited time, and prototypes act like cov-ops. I agree with the cool-down but for newer players trying out cloaking, it'd be a major turn-off decloaking and waiting to cool-down every time you look around to check your corners.
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[Veteran_Mavado V Noriega]
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Posted - 2012.06.20 05:54:00 -
[75] - Quote
Nova Knife wrote:As an eve player, I'm familiar with the cloaking. It would also be nearly impossible to balance cloaking for infantry, LAV's, and HAV's (Black Ops HAVs and Force Recon Dropships are on the way. Are you excited?) if they kept true to the style of cloaking eve ships currently have. It would work possibly for the Dropships, but if they even tried to make this happen for anything else, it would leave nothing but a sour taste in the mouths of many.
Infantry cloaking is awesome. I'm not going to lie and say I know everything about the lore behind eve cloaks, but cloaks in eve require a distance from any object because it destablizes the cloak or some such. Hitting the ground and walking/running along uneven terrain seems like it would mess with that. Lore aside, like I said it would be very difficult to balance someone being completely undetectable, even if they could not kill you while in that state.
Camoflage is the best way in my mind to handle 'cloaks' for infantry and ground vehicles. They are still detectable, just very easy to miss. I'm not saying only snipers should be able to cloak, I am merely saying that killzone had one of the most balanced, interesting, and fun implementations of cloaking, and that I would much rather see something like that than people roaming around the map being completely undetectable.
cloaks still need a hard counter and some sort of sensor/scanner should be able to detect cloaks not a fan of it as it promotes camping on infantry but open to options once it has counters besides just looking for distortions. |
[Veteran_Nahlvat]
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Posted - 2012.06.20 07:08:00 -
[76] - Quote
I remember the cloaking in Killzone 2 and 3...As you moved it would reveal you, if you shot it would turn off and a cooldown period would begin. In KZ3 silenced weapons would not disable your cloak, if some weapon was designed specifically for cloak and was an underpowered weapon...I think it would greatly push people into this very balanced sort of sabotage class. |
[Veteran_Templar Two]
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Posted - 2012.06.20 08:23:00 -
[77] - Quote
^^^ I must correct you here: in Killzone only if you make the kill the cooldown starts . In Killzone cloak is balanced because we have OHK for Snipers, in Dust OHK for everyone isn't possible.
No OHK + cooldown penalty = unbalanced cloak.
Mavado V Noriega wrote: cloaks still need a hard counter and some sort of sensor/scanner should be able to detect cloaks not a fan of it as it promotes camping on infantry but open to options once it has counters besides just looking for distortions.
Cloak could be detected/countered by: sensors, thermal vision, EMP grenades, X-ray vision. |
[Veteran_King of Fools]
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Posted - 2012.06.20 11:22:00 -
[78] - Quote
Eco Esper wrote:There was another thread on this topic a few weeks back which now seems to have moved over here. I'll edit later when I can link the other thread but here was my idea on cloaking. Eco Esper wrote:Maybe take a system similar to Crysis, moving will slowly drain it, getting shot deactivates it, shooting overheats it requiring a recharge. Like what was said above I also like the idea of dedicated scouts who can move around and spot enemies for their corpmates. Also, similar to EVE you could decloak and engage but your fitting usually won't have the dps to take out anyone, yet you can still assist. Another idea could be to have the basic cloaks only work when still, standard only let's you move for a limited time, and prototypes act like cov-ops. I agree with the cool-down but for newer players trying out cloaking, it'd be a major turn-off decloaking and waiting to cool-down every time you look around to check your corners.
+1 |
[Veteran_Sin3 DeusNomine]
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Posted - 2012.06.20 13:49:00 -
[79] - Quote
What i like so far.
I do not mind the cloak being a little bit stronger and none nerfed.
Why do I say let them be stronger. Well one great thing about dust is they have a more complex fitting system you can give a little to defend against something. You may loose a little tank or a little dps but you can fit counters in there places.
As I said make cloaking stronger. but have 3 forms of counters.
1 a equipment slot form This could be a device thrown down near objectives near your part you get 2 of them to throw out. give them a 15m radius any cloaked person gets decloaked instantly when they enter the area maybe the user of equipment gets a warning they decloaked someone
2 midslot. This is a passive mod that fits in the mid slot with a 12m decloaking radius someone gets near you when wearing this mod and they are cloaked well bang there cloak drops and you can see them.
3. low slot counter This can ge a directional counter that lines up with your sight make it take up 40% of the center of the screen and have a range of 23m Forces a decloak once someone enters it.
I do not mind cloaks having a 10-15 second cool down if they are not nerfed down to crap. I would love to see cloaks simular to mass effect cloaks but with a extended lenght of time of a minute at least. Maybe even unlimited if the counters work well against them.
Cloaks should be a scout suit thing which would give scout scouts suits a nice little nitch. |
[Veteran_Sedman Cartel]
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Posted - 2012.06.20 14:18:00 -
[80] - Quote
cloak is a mod. cloaks you all the time. attacking decloaks and wont recloak for 10 seconds (down to 5 with skills) from last interaction. don't have the PG or CPU to do more than cloak and gun or cloak and defense . penalty to the drop suit base defense. Add a melee bonus.
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[Veteran_Noc Tempre]
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Posted - 2012.06.20 15:29:00 -
[81] - Quote
If you make a movement penalty to cloaking, then the only thing they CAN be used for is camping. People who suggest a timer and/or movement penalty are not thinking of the role a cloaky should have, only that they don't want to deal with true information warfare. Blinking (temporary cloak) and camouflage (stationary cloak) have completely different purposes from a true cloaking unit and just make cloaking an upgrade for certain classes instead of a different tactic entirely for any class, as I outlined above. |
[Veteran_Templar Two]
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Posted - 2012.06.20 18:47:00 -
[82] - Quote
Infantry Stealth Cloak that use a bar is the best solution IMO, especially if you can turn Cloak off/on. If you can turn it off/on YOU decide how to use it: with only cooldown freedom, player's control, is reduced a lot. Now since CCP is watching us here some attributes for Infantry Cloak:
- Cloak Energy Bar = 200 pts
- Energy Consumption while not moving = 5 PPS (40 sec max cloak time)
- Energy Consumption while walking = 10 PPS (20 sec max cloak time)
- Run/hack/drive/use = cloak off.
- Shooting/grenade/melee receiving damage = cloak goes to 0%
- Shooting with suppressor = 40 PPB (can vary depending one the weapon)
- Energy Recharge = 23 PPS (8.6/7 sec to recharge form zero)
- Cloak On/Off Transition = 1.3 seconds, cloak recharge starts after transition ends.
- Shields & armor = 240hp (8 Militia AR rifle bullets to kill a unmodified Cloaker)
All these values are debatable, are my ideas, but I think this is feasible cloak:
-You can cloak for long time but not too long: in Cryisis you can stay clocked for over half a minute not moving; in Killzone you can stay clocked indefinitely if you don't shoot (Cloaked commander could give orders hiding in a corner for hours, not ideal) -Walking consumes cloak twice faster and maps are really enormous so you can walk with it for a good time. -All non combat action turn it off. -Firing deactivates it. -HP is reduced and cloak can't be used by heavy= heavy + cloak = invisible beast.
Now how the cloak should look like, if it has flickers/ripples to make it more visible, is something I can't tell: CCP is the one that knows what the Unreal Engine is capable of so it's up to them to decide what visual limitation it should have. |
[Veteran_Sin3 DeusNomine]
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Posted - 2012.06.20 20:35:00 -
[83] - Quote
Noc Tempre I have to agree there if you make cloaks work only while stationary or movement cause cloaks to drain faster or even moving causes cloaking to not work that well. Only thing that will happen is you will have 5 guys on cliffs sniping and cloaking up and you will never see a cloak user not camping. So I do like that statment Noc
It is a very useful tactic that needs to be able to move and use weapons not be a defenseless and useless. I do not mind militia cloaks just sucking horribly but prototypes should be nice and should be a little expensive. |
[Veteran_Noc Tempre]
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Posted - 2012.06.20 21:43:00 -
[84] - Quote
Any sort of timer limits their use to improving the flanking role, which means 60% of scouts and 40% of assault will pick this up. Any sort of movement penalty to cloak effectiveness limits their use to camping, which means 99% of snipers will pick this up.
This is BAD. Cloaking should be a side-grade to more shields or more powerful guns, not a piece of equipment that upgrades certain classes. Cloaks should make you rethink how you approach a battle, not just something you notice the enemy doing a few times while you carry on business as usual (like current reactions to REs for example how we don't want it to be).
The best way to deal with this is sensor strength. BO's should be undetectable except at single digit meters by a prototype detector. Militia can be weak enough to be broken by militia sensors at 20m. Gives more roles to the logi which is nice. |
[Veteran_Mavado V Noriega]
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Posted - 2012.06.20 21:57:00 -
[85] - Quote
cloaking on infantry will still be cheap if u put a full cloak the ripple effect from KZ is a good thing imo, undecided on the timer but personally im not a fan of cheap easy kills that cloak will give.
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[Veteran_Noc Tempre]
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Posted - 2012.06.20 22:24:00 -
[86] - Quote
Mavado V Noriega wrote:cloaking on infantry will still be cheap if u put a full cloak the ripple effect from KZ is a good thing imo, undecided on the timer but personally im not a fan of cheap easy kills that cloak will give.
What exactly is cheap about cloaking? Especially since hard counters are expected to show up in game. |
[Veteran_Mavado V Noriega]
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Posted - 2012.06.21 03:10:00 -
[87] - Quote
Noc Tempre wrote:Mavado V Noriega wrote:cloaking on infantry will still be cheap if u put a full cloak the ripple effect from KZ is a good thing imo, undecided on the timer but personally im not a fan of cheap easy kills that cloak will give.
What exactly is cheap about cloaking? Especially since hard counters are expected to show up in game.
if u dont know whats cheap about full cloaking like u want in a shooter then i cant help u dont feel like typin an essay on it.
Hard counters are nice, will have to see how its done, still havent seen a game do cloaking right or even half decent except for Killzone 2 NOT killzone 3......marksman was terribly unbalanced in kz3 anyone that says kz3 > kz2 obviously didnt play kz2
Blacklight had a nice anti-camp visor implemented. forced ppl to keep on the move and not set up shop and hide. |
[Veteran_Moorian Flav]
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Posted - 2012.06.21 04:25:00 -
[88] - Quote
The only thing I know for sure about cloaking, an actual physical sight impairment, is I do not want everything to have a cloaking ability. Just enable cloaking ability for a couple of light,specialized dropsuits and maybe even a light, possibly weaponless single seated vehicle. Now blocking radar alone is totally different. That should be a specialized option available to everything; well, possibly not heavies. In both cases for cloaking and simply blocking radar detection, that's a special strategic advantage and should cost a slot on the dropsuit/vehicle being equipped. |
[Veteran_CommanderStitch]
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Posted - 2012.06.21 05:11:00 -
[89] - Quote
Not sure which method is going to be better, but having sound or visuals give away position would be very similar to how TF2 and BF2142 handled cloaking. I think they handled it quite well. I'm sure that in Dust514 it is going to be quite taxing to cloak yourself. :) |
[Veteran_RolyatDerTeufel]
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Posted - 2012.06.21 05:28:00 -
[90] - Quote
I think it's time i throw my 2 cents in on Orin cloakie thread.
I think the cloakie should be a semi long training time so it'll be something you'll have to dedicate to for sometime for a decent cloak.
Medium to High CPU and PG requirement I could see it being a equipment slot so you could activate it and deactivate it.
Some Rules around it of course.
Like EVE, a cloakie should not be able to engage while cloaked. Trying to fire should result in decloaking and jamming your weapons for a time that is based on the cloaking skill.
Movement should be covered, but running should require lvl 4 advanced cloak module. Kinda like covert ops cloak can warp while cloaked, a limit on movement would help balance it out so cloakies cant be all over the place without dedicating to the skill like stated before.
Unlike EVE, high grade scanners should be able to find a cloakie on the mini map even if the cloak is not in visual area.
Also, if damage is taken while cloaked or you are running into people or things, you should be decloaked. Kinda like bumping the cloakie so he can't warp off of gate.
If anti-personal mines are put into the game at some point if at all, then the cloak shouldn't trigger those or anything with that mechanic.
There was a request thread about remote camera drones, something these drones could also possible have is a varient inwhich they can see the cloakie.
All I can currently think of, be back if there's anymore!
ohhh, Orin, before I forget. Derp. |
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