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[Veteran_Bad Furry]
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Posted - 2012.06.21 09:10:00 -
[91] - Quote
all im going to say is seeing how this is a FPS last thing we want is campers and the last thing any one wants is campers that can do cloaking and use rely good guns
if using a cloaking mod it should take up a lot of CUP and POWER GRID so that you can use like only a AR or a side arm and a nano hive
if I CANT MAKE MY BLACK OPS WARP WHEN cloaking WHY SHOULD YOU NOOB ON THE GROUND GET A WAY WITH IT ! |
[Veteran_Zat Earthshatter]
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Posted - 2012.06.21 09:35:00 -
[92] - Quote
I'm noticing a few references to other games, but it tends to focus on KZ3. Here are a few other cloak systems.
TF2 : spy invis watches, stock ones have an energy bar that depletes at a set rate. There is also the Cloak And Dagger, which only drains while moving, allowing a smart user to stay cloaked indefinitely. On top of this, they can disguise as an enemy class of their choice. Players can only counter this by watching teammates for erratic behaviors and shooting through the disguise. Not sure how this version(s) of cloak/disguise would fit into DUST.
Oblivion (yes an RPG) : the Chameleon spell, unless you cheat the enchant system a little, has a great effect - you are partially invisible, warping light less and less as you neared 100%. In DUST, non-covops cloaks could have this effect in place of a no-sprint rule, and hope an enemy doesn't take more than a passing glance at you.
Fallout : Stealth Boys were consumables. In the Bethesda releases they were basically Chameleons (see Oblivion), but making a temporary cloak that used ammo might be an interesting take for DUST.
Halo : Active Camo behaves as a mix of standard cloaks and the Chameleon. You almost completely hide, but you start fading in when you shoot. I'd prefer the KZ3 cloak over this version IMO.
Any more? The best ideas are often copied already (also see: Thomas Edison) -- not a quote to my knowledge. |
[Veteran_Fayde Amalu]
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Posted - 2012.06.21 10:36:00 -
[93] - Quote
My thoughts on the subject of cloaking:
1 There need to be multiple kinds of cloak, with similar capabilities and disadvantages to the cloaks and covert ops cloaks in EVE.
2 When moving at half non-sprinting speed the standard cloak should provide almost perfect invisibility, when moving at max non-sprinting speed the cloak should waiver a little, if a person using a standard cloak sprints they should decloak.
3 Covert ops cloaks should allow their users full non-sprint mobility, incurring a visibility penalty similar to the wavering of a standard cloak only when the user begins to sprint.
4 In order to insure that the entire battlefield isn't covered in cloaky soldiers give cloaking/stealth its own ((incredibly expensive) skill tree that includes both a cloaking and covops cloaking skill (unlocked at cloaking 5)
5 Limit the use of standard cloaks to scout suits till cloaking level 3 or 4 at which point allow cloaks to be fit to assault suits don't allow cloaks to be fit to heavies until cloaking level 5.
6 Covops cloaks should be exclusive to scout suits (or covops suits if they get added).
7 Both aimed accuracy and accuracy from the hip should be reduced significantly while cloaked for non scoped weapons since the weapon itself is cloaked and therefore hard to aim (the cross-hairs for hip firing could be removed too).
8 Cloaks should be incompatible with any weapon that produces an AOE (other than grenades).
9 Firing, hacking, direct damage, splash damage, and fall damage should decloak you (slowly since you were improperly decloaked and the system is trying to compensate. The slow decloak also keeps the accuracy penalty of firing when cloaked until you finish decloaking)and put recloaking on a cooldown.
10 Knifing while cloaked instantly decloaks you and gives you a shorter recloak cooldown than the cooldown mentioned in No#10.
11 Add active scanning as a hard counter to cloaking.
12 Because the cloaking systems in a dropsuit would have to be much more compact and therefore probably more simplistic than the cloaks found on ships, cloaking once spotted should not remove you from your enemies minimap.
I guess that what I want is a system that forces anyone who wants to use a cloak in combat to put a lot of time an effort into unlocking it. That being said I want anyone who put the time into unlocking cloaking as a viable part of combat to have fun using the skills they worked for. Also remember that this game will eventually be about interacting with the EVE world which means this game needs EVE balancing (balancing through specialization of skills that take a lot of time to train). |
[Veteran_Noc Tempre]
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Posted - 2012.06.21 12:57:00 -
[94] - Quote
Mavado V Noriega wrote: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.
You can't simply say "my argument is so awesome I don't need to type it" and expect me to take you seriously. If invisible units do less damage, have less health, and are slower than other units, it actually isn't unbalanced to let them have the advantage of when and where to engage. Especially if cloaks can't be used to escape combat, meaning if they commit for "cheap" shots in a stupid situation you would murder them. |
[Veteran_Noc Tempre]
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Posted - 2012.06.21 13:16:00 -
[95] - Quote
Fayde Amalu wrote:My thoughts on the subject of cloaking:
1 There need to be multiple kinds of cloak, with similar capabilities and disadvantages to the cloaks and covert ops cloaks in EVE.
Agreed
Quote: 2 When moving at half non-sprinting speed the standard cloak should provide almost perfect invisibility, when moving at max non-sprinting speed the cloak should waiver a little, if a person using a standard cloak sprints they should decloak.
I'm not as concerned about balance for the lower end cloaks, but do again pointing out movement decloaking promotes camping.
Quote: 3 Covert ops cloaks should allow their users full non-sprint mobility, incurring a visibility penalty similar to the wavering of a standard cloak only when the user begins to sprint.
I would rather see a flat speed loss than a movement restriction like this.
Quote: 4 In order to insure that the entire battlefield isn't covered in cloaky soldiers give cloaking/stealth its own ((incredibly expensive) skill tree that includes both a cloaking and covops cloaking skill (unlocked at cloaking 5)
I agree it should be its own tree, parallel to other tech 2 specializations.
Quote: 5 Limit the use of standard cloaks to scout suits till cloaking level 3 or 4 at which point allow cloaks to be fit to assault suits don't allow cloaks to be fit to heavies until cloaking level 5.
No need for hard restrictions, just make the skill a fitting boost so it only becomes practical at these levels.
Post 1/3 |
[Veteran_Noc Tempre]
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Posted - 2012.06.21 13:17:00 -
[96] - Quote
Quote: 6 Covops cloaks should be exclusive to scout suits (or covops suits if they get added).
Absolutely disagree. There at least needs to be a light weapon and heavy weapon choice for covert ops.
Quote: 7 Both aimed accuracy and accuracy from the hip should be reduced significantly while cloaked for non scoped weapons since the weapon itself is cloaked and therefore hard to aim (the cross-hairs for hip firing could be removed too).
Drawing a weapon should break cloak, so this wouldn't be an issue. I think I'd be okay with this. The advantage of cloaking is picking your fights, not getting a sneaky first shot.
Quote: 8 Cloaks should be incompatible with any weapon that produces an AOE (other than grenades).
Silly restriction. If the weapons are balanced, there is no reason for something so restrictive. I'd be more worried about cloaky REs anyhow.
Quote: 9 Firing, hacking, direct damage, splash damage, and fall damage should decloak you (slowly since you were improperly decloaked and the system is trying to compensate. The slow decloak also keeps the accuracy penalty of firing when cloaked until you finish decloaking)and put recloaking on a cooldown.
Yes, yes, yes, no, maybe. I agree there should be a recloaking timer, but this whole mechanic of being helpless when forcibly decloaked punishes the disadvantaged again. Decloaking shouldn't give you no chance.
Quote: 10 Knifing while cloaked instantly decloaks you and gives you a shorter recloak cooldown than the cooldown mentioned in No#10.
Attacking should always decloak you. I'm not sure a knife should be treated in any way differently though.
Post 2/3 |
[Veteran_Noc Tempre]
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Posted - 2012.06.21 13:17:00 -
[97] - Quote
Quote: 11 Add active scanning as a hard counter to cloaking.
Agreed, with the stipulation that top gear vs top gear, the cloak wins until single digit meters.
Quote: 12 Because the cloaking systems in a dropsuit would have to be much more compact and therefore probably more simplistic than the cloaks found on ships, cloaking once spotted should not remove you from your enemies minimap.
Minimap could save last known position, but following you afterwards is a step too far.
Quote: I guess that what I want is a system that forces anyone who wants to use a cloak in combat to put a lot of time an effort into unlocking it. That being said I want anyone who put the time into unlocking cloaking as a viable part of combat to have fun using the skills they worked for. Also remember that this game will eventually be about interacting with the EVE world which means this game needs EVE balancing (balancing through specialization of skills that take a lot of time to train).
I want to see the same balance as EVE. You can create an entire BO corp, but you will be missing the raw battlefield presence of more traditional groups. A side-grade to high damage and high health. Remember there are going to be cloaking dropships and HAVs too, which covert ops should be able to board/unboard while staying cloaked.
Post 3/3 |
[Veteran_Sin3 DeusNomine]
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Posted - 2012.06.21 14:02:00 -
[98] - Quote
I do not think people truely understand dust 514 is a way different then other games.
IN KZ3 everyone was exactly the same health. Snipers 1 shot kill. Snipers here take 2+ shots depending on targets set up. You did not have 3 separate classes with major differences in HP and Weapon usage.
Of coarse if you start letting Uber tank heavies and Amazing tanked assaults using cloaks your going to have cloaks being OP if they work well. But on scouts who get ripped up in seconds by a heavy or assault trouper 1v1 when they get seen or come face on with them. Currently lag and hit detection allows the dancing fools to avoid that but not forever. If a scout gets the drop on a heavy ya the heavy is screwed can not turn fast enough but even if the scout gets the drop on a assault big chance if the assault is a decent player he probably will turn around and eat the scout for breakfast.
Cloaks have to be a scout only usage.
KZ cloaking system and why it will not work here. Well all cloaks will be used for is camping. If you move with that system you are seen right away and that equals dead. So what is going to happen everyone will find there corner or get dropped off at top of there cliff and cloak snipe only and never be tactically used.
Firing delay like EVE. This is not EVE guys. This is a FPS console game. 10 second fire delay equals dead every time. even a five second means dead.
Dust 514 is all about becoming a tatical warfare game. They want to make there game play diverse. What does that mean is that they do not want just a run and gun game. They want people to set up builds that counter cloaks. They want cloaks to be able to infiltrate and get behind enemy lines cause havic. They want each class being able to compete kill wise. Personally I would not mind heavies bing a little bit tougher on the armor after cloaks put in. Making cloaks a viable counter to a well skilled and outfitted heavy.
I believe Cloaks need to be powerful. But I also think there needs to be very viable counters to them. These counters need to have a range set so they do not decloak someone across the board. But keep you very safe within a certain distance.
People stop trying to think of ways to make the cloak so nerfed it becomes a camper tool only or none existent. Think of ways to make it work well. But also think of viable counters. Not OP like some of you cloak haters out there would like but viable.
I have said what I think cloaks need already so I will not repeat myself there. But I want to see cloaking scouts as a good way for me to get behind enemy lines **** people off make them change there builds to a not so tanky front line camping position holder to defend against cloaks. Then I turn around and nail them with my tanky/ hard hitting assault pushing them back. Or with my High Damage shot gun scout I come running in with afterwords.
Dust is about Tactics and changing up gameplay. One thing I hope they achieve in a balanced and fun matter. |
[Veteran_Noc Tempre]
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Posted - 2012.06.21 14:56:00 -
[99] - Quote
Sin3 DeusNomine wrote:I do not think people truely understand dust 514 is a way different then other games.
IN KZ3 everyone was exactly the same health. Snipers 1 shot kill. Snipers here take 2+ shots depending on targets set up. You did not have 3 separate classes with major differences in HP and Weapon usage.
Of coarse if you start letting Uber tank heavies and Amazing tanked assaults using cloaks your going to have cloaks being OP if they work well. But on scouts who get ripped up in seconds by a heavy or assault trouper 1v1 when they get seen or come face on with them. Currently lag and hit detection allows the dancing fools to avoid that but not forever. If a scout gets the drop on a heavy ya the heavy is screwed can not turn fast enough but even if the scout gets the drop on a assault big chance if the assault is a decent player he probably will turn around and eat the scout for breakfast.
Cloaks have to be a scout only usage.
KZ cloaking system and why it will not work here. Well all cloaks will be used for is camping. If you move with that system you are seen right away and that equals dead. So what is going to happen everyone will find there corner or get dropped off at top of there cliff and cloak snipe only and never be tactically used.
Firing delay like EVE. This is not EVE guys. This is a FPS console game. 10 second fire delay equals dead every time. even a five second means dead.
Dust 514 is all about becoming a tatical warfare game. They want to make there game play diverse. What does that mean is that they do not want just a run and gun game. They want people to set up builds that counter cloaks. They want cloaks to be able to infiltrate and get behind enemy lines cause havic. They want each class being able to compete kill wise. Personally I would not mind heavies bing a little bit tougher on the armor after cloaks put in. Making cloaks a viable counter to a well skilled and outfitted heavy.
I believe Cloaks need to be powerful. But I also think there needs to be very viable counters to them. These counters need to have a range set so they do not decloak someone across the board. But keep you very safe within a certain distance.
People stop trying to think of ways to make the cloak so nerfed it becomes a camper tool only or none existent. Think of ways to make it work well. But also think of viable counters. Not OP like some of you cloak haters out there would like but viable.
I have said what I think cloaks need already so I will not repeat myself there. But I want to see cloaking scouts as a good way for me to get behind enemy lines **** people off make them change there builds to a not so tanky front line camping position holder to defend against cloaks. Then I turn around and nail them with my tanky/ hard hitting assault pushing them back. Or with my High Damage shot gun scout I come running in with afterwords.
Dust is about Tactics and changing up gameplay. One thing I hope they achieve in a balanced and fun matter.
Cloaks are not going to be a scout only item. Dropships and HAVs (yes tanks) are already confirmed. In fact the best place to put them is on assaults. People have this idea that cloaks are just a mobility booster, and that is a bad paradigm to bring into DUST. Cloaking should be balanced against DPS/Tank/Speed for all classes, not just an escape/sneak attack tool for scouts.
Cloaks are about information control, with a mild mobility utility (since you are gaining movement the enemy cannot react to.) Using them for interdiction is usurping the scout completely instead of side-grading any class. |
[Veteran_Finn Kempers]
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Posted - 2012.06.21 17:21:00 -
[100] - Quote
I think the camo of visual distortion is brilliant. Maybe have silenced weapons or promote melee usage (assassination?) in-game, where shooting silenced only partially reveals someone and melee completely reveals somebody. Also people are talking about camping, but if a spotting mechanism of some sort were implemented then those that have been spotted, even when well camoed, would still be visible to the enemy. That getting hit uncloaks is a definite need. Also maybe as a equip-able gear there could be some sort of jammer, which nullifies cloaks in an area either around a deployed item or small area around the person owning it. Even if not nullify it may only partially show the hidden enemy if they were further away from the jammer, therefore a cautious eye would still need to be executed. "Sir it appears we are being jammed!" *tastes* "Raspberry jam..." |
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[Veteran_Orin Fenris]
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Posted - 2012.06.21 17:27:00 -
[101] - Quote
I'm fine with however they implement it, as long as it goes along with the "rules" set by EVE cloaking.
Personally, I would be somewhat displeased with "optic camo". If you can make an entire ship disappear, why can't my soldier?
It should just be a way to move around undetected, and to balance it, seriously hinder ones fighting capability. There shouldn't be a "stealth bomber" approach IMO. |
[Veteran_Fayde Amalu]
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Posted - 2012.06.22 06:39:00 -
[102] - Quote
Noc Tempre wrote:Quote: 6 Covops cloaks should be exclusive to scout suits (or covops suits if they get added).
Absolutely disagree. There at least needs to be a light weapon and heavy weapon choice for covert ops.
Now that I think about it you're right, there should be heavy options, however I still think that the covops cloak should be limited to covops suits, I think the best solution would be to have at least one "covops" suit for each class.
Quote:
2 When moving at half non-sprinting speed the standard cloak should provide almost perfect invisibility, when moving at max non-sprinting speed the cloak should waiver a little, if a person using a standard cloak sprints they should decloak.
I'm not as concerned about balance for the lower end cloaks, but do again pointing out movement decloaking promotes camping.
3 Covert ops cloaks should allow their users full non-sprint mobility, incurring a visibility penalty similar to the wavering of a standard cloak only when the user begins to sprint.
I would rather see a flat speed loss than a movement restriction like this.
5 Limit the use of standard cloaks to scout suits till cloaking level 3 or 4 at which point allow cloaks to be fit to assault suits don't allow cloaks to be fit to heavies until cloaking level 5.
No need for hard restrictions, just make the skill a fitting boost so it only becomes practical at these levels.
I agree with these completely.
Quote: 7 Both aimed accuracy and accuracy from the hip should be reduced significantly while cloaked for non scoped weapons since the weapon itself is cloaked and therefore hard to aim (the cross-hairs for hip firing could be removed too).
Drawing a weapon should break cloak, so this wouldn't be an issue. I think I'd be okay with this. The advantage of cloaking is picking your fights, not getting a sneaky first shot.
I envisioned being able to cloak with my weapon drawn and thought that the best way to balance getting the first shot would reduced accuracy. |
[Veteran_Fayde Amalu]
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Posted - 2012.06.22 07:22:00 -
[103] - Quote
[quote=Noc Tempre]Quote: 8 Cloaks should be incompatible with any weapon that produces an AOE (other than grenades).
Silly restriction. If the weapons are balanced, there is no reason for something so restrictive. I'd be more worried about cloaky REs anyhow.
9 Firing, hacking, direct damage, splash damage, and fall damage should decloak you (slowly since you were improperly decloaked and the system is trying to compensate. The slow decloak also keeps the accuracy penalty of firing when cloaked until you finish decloaking)and put recloaking on a cooldown.
Yes, yes, yes, no, maybe. I agree there should be a recloaking timer, but this whole mechanic of being helpless when forcibly decloaked punishes the disadvantaged again. Decloaking shouldn't give you no chance.
The AOE restriction was a silly idea on my part. And although I agree that the decloaking penalty might be too steep I wanted, and still do want, a system in place that gives cloaked soldiers a reason to tread lightly and play more stealthily.
Quote: 10 Knifing while cloaked instantly decloaks you and gives you a shorter recloak cooldown than the cooldown mentioned in No#10.
Attacking should always decloak you. I'm not sure a knife should be treated in any way differently though.
Since I agree with removing the penalty I proposed, I guess the knife would no longer be getting spacial treatment, however I would love a sneak execution mechanic, though that's more of a personal preference than a real ingame need.
Quote: 12 Because the cloaking systems in a dropsuit would have to be much more compact and therefore probably more simplistic than the cloaks found on ships, cloaking once spotted should not remove you from your enemies minimap.
Minimap could save last known position, but following you afterwards is a step too far.
Probably right about that, tracking someone who's cloaked might be a bit much.
Quote: I guess that what I want is a system that forces anyone who wants to use a cloak in combat to put a lot of time an effort into unlocking it. That being said I want anyone who put the time into unlocking cloaking as a viable part of combat to have fun using the skills they worked for. Also remember that this game will eventually be about interacting with the EVE world which means this game needs EVE balancing (balancing through specialization of skills that take a lot of time to train).
I want to see the same balance as EVE. You can create an entire BO corp, but you will be missing the raw battlefield presence of more traditional groups. A side-grade to high damage and high health. Remember there are going to be cloaking dropships and HAVs too, which covert ops should be able to board/unboard while staying cloaked.
Yup, I know about the cloaky vehicles, I was mostly focusing on what I wanted to see in the infantry aspect of stealth gameplay.
I appreciate that you took the time to analyze what I wrote, and give intelligent feedback. You have my respect. |
[Veteran_Darkz azurr]
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Posted - 2012.06.22 09:24:00 -
[104] - Quote
Darkz_azurr wrote:
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
i forgot about vehicles, same as what i said could work for vehicles too, capacitor in vehicles that drain cap power when using cloaking devise, so if you sneak up on someone cloaked make sure you have enough cap power to activate your shield booster :P ...would make battle alottt more interesting with capacitors and modules that use them in both suits and vehicles imo. |
[Veteran_Mavado V Noriega]
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Posted - 2012.06.22 11:48:00 -
[105] - Quote
Noc Tempre wrote:Mavado V Noriega wrote: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. You can't simply say "my argument is so awesome I don't need to type it" and expect me to take you seriously. If invisible units do less damage, have less health, and are slower than other units, it actually isn't unbalanced to let them have the advantage of when and where to engage. Especially if cloaks can't be used to escape combat, meaning if they commit for "cheap" shots in a stupid situation you would murder them.
like i said ive played too many games with cloak and its easy mode in the hands of someone semi-decent. Now i got no problem with it BUT it should not be full invisible while moving like u want, simple reason is that makes it way too easy for anyone with half a brain using cloak to wreak havoc and get cheap kills.
KZ ripple effect like nova suggested is 1 good way to balance it on infantry as well as having scanners perhaps something similar to Blacklight's Hyper Reality Visor which provides a quick scan but not something that is always on and cloak then should not run on a timer either it should be on till either deactivated or they choose to engage.
Vehicle wise full invisible yes, i feel the vehicle sound is enough to give away something that big is cloaked in your vicinity, thus will need some deployable active scanners to find. |
[Veteran_Fat Axel]
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Posted - 2012.06.22 15:08:00 -
[106] - Quote
the only way i see being able to move with 100% invisibility being fair is iff u have to put away your weapon while doing itand u move very slow, i know that seems like the moving penalty is a given but think about how big the maps are in this game, too steep of a moving penalty would make stealthing very frusurating |
[Veteran_Noc Tempre]
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Posted - 2012.06.22 17:09:00 -
[107] - Quote
Mavado V Noriega wrote:Noc Tempre wrote:Mavado V Noriega wrote: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. You can't simply say "my argument is so awesome I don't need to type it" and expect me to take you seriously. If invisible units do less damage, have less health, and are slower than other units, it actually isn't unbalanced to let them have the advantage of when and where to engage. Especially if cloaks can't be used to escape combat, meaning if they commit for "cheap" shots in a stupid situation you would murder them. like i said ive played too many games with cloak and its easy mode in the hands of someone semi-decent. Now i got no problem with it BUT it should not be full invisible while moving like u want, simple reason is that makes it way too easy for anyone with half a brain using cloak to wreak havoc and get cheap kills. KZ ripple effect like nova suggested is 1 good way to balance it on infantry as well as having scanners perhaps something similar to Blacklight's Hyper Reality Visor which provides a quick scan but not something that is always on and cloak then should not run on a timer either it should be on till either deactivated or they choose to engage. Vehicle wise full invisible yes, i feel the vehicle sound is enough to give away something that big is cloaked in your vicinity, thus will need some deployable active scanners to find.
If it doesn't work while moving, it will be just used to make snipers more annoying. Let there be a hard counter class instead of just gimping them to relative obscurity. If you have to "hold" the cloaking device to keep it up, it would delay the first shot when uncloaking, preventing the "cheap" kills. I believe having hard counter equipment AND making them defeated with mundane paying attention is too much. |
[Veteran_Fat Axel]
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Posted - 2012.06.22 17:22:00 -
[108] - Quote
i agree with Noc |
[Veteran_briyan jenkins]
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Posted - 2012.06.22 18:26:00 -
[109] - Quote
Along as the cloaking doesn't last too long where the guy can sit there the whole match and camp |
[Veteran_Noc Tempre]
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Posted - 2012.06.22 18:41:00 -
[110] - Quote
briyan jenkins wrote:Along as the cloaking doesn't last too long where the guy can sit there the whole match and camp
If there is a timer, it would have to be handled very carefully, and would need to consider allowing firing while cloaked. I guess I want to see moving undetected (cloaking), staying hidden (camouflage), and disappearing (blinking/temp cloak) all be different modules and roles. Make it diverse also stops any one solution from being too powerful. |
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[Veteran_Ragnar Hex]
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Posted - 2012.06.22 20:49:00 -
[111] - Quote
I am not sure if this has been said or not but a few ideas for cloaks. Make them like the ammo resupply hive but instead its a small bubble that the player can get into. Make it last a few mins or so (can very with skill or something or meta lvl of equipment) Then when the user shoots through it it drops the cloak and takes a few seconds to come back up. (could be use to set up ambushes if field was large enough for multiple people
Still using the drop equipment make a half wall or something that covers a 180 degree arc so you can hide behind it and shoot through it but if someone comes from behind or above in you can be spotted. (not sure if that could be done)
Special Drop Suit that the unit is built into that dose not calculate into equipment that can be carried. Add penalties of coarse such as movement speed or even the amount of equipment that can be carried. Then use the same model that after you crocuh or are no longer moving for so many seconds it activates and after you have fired it take so long for it to come back (shorter reactivation time after shooting compared to moving)
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[Veteran_Kilo Zenith]
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Posted - 2012.06.22 21:36:00 -
[112] - Quote
I still think that you guys should limit it to scout suits or something like that because right now i think the scout suits are very underpowered and a heavy class with cloaking device would be waayy to cheap. But thats just my opinion.
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[Veteran_Noc Tempre]
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Posted - 2012.06.23 01:03:00 -
[113] - Quote
Kilo Zenith wrote:I still think that you guys should limit it to scout suits or something like that because right now i think the scout suits are very underpowered and a heavy class with cloaking device would be waayy to cheap. But thats just my opinion.
Why would a heavy with a cloak be cheap? People keep throwing that word around but don't explain it. What exactly does the cloak for the heavy gain that is unfair? |
[Veteran_Gollas Gentralde]
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Posted - 2012.06.23 03:06:00 -
[114] - Quote
As for cloaking? I think full cloaking would be spasmodic on the field. Too much stealth = everyone goes stealth to not be picked off.
Alternatives: Stealth only works for as long as Stamina holds out
Cloaking fields: A unit one can set up or take down. The cloaking is immobile making it partially vulnerable, and has to have time taken to place and remove it.
Hologram projectors: A device that can place a tree or rock on a map (depending on terrain) that a player could hide within to fire from. The Hologram might require a Stabilizer so that the hologram does not flicker wildly when shot from inside. -- a downside to this is that players quickly memorize the layout of a map, and unfamiliar targets would quickly be spotted. A solution to this would be to have rocks that spawn at random at various points across the map. (the points can be preset but the number or location of the rocks could be varied) This way a changing environment would provide a better ground for hologram attacks. The rocks could be claimed to be Meteors that have fallen onto the field from prior battles in nearby space, if you need a lore-reason for the rocks to be randomly around the map.
Orin Fenris wrote: This is the EVE universe, where cloaking creates a field around you, making you literally invisible to any and all. and if someone or something (bullets, grenades, explosions.. any non-static item) disrupts that field, it nullifies the cloaking.
I'd have to disagree with you here. See what you're doing is trying to compare a small object, such as the engine on a remote-controlled plane, to a large object, such as a commercial airplane. For the remote plane, a battery-powered engine is sufficient to keep it aloft for hours on end, but the commercial plane requires a much heavier fuel to keep it airborne.
Similarly could be said to cloaking on ships vs suits. Ships may have much more fragile cloaking because they have to extend over a vastly larger area, and as such cloaking for individual tiny units could behave differently. |
[Veteran_Noc Tempre]
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Posted - 2012.06.23 03:10:00 -
[115] - Quote
Gollas, all your suggestions would just cause cloaking to only be used for camping. Quick question - does every major corp use covert ops exclusively? Really... guess cloaking isn't the only option for high level play if it is balanced despite being very powerful. If we copy any game it should be EVE because they get it right. |
[Veteran_Gollas Gentralde]
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Posted - 2012.06.23 03:30:00 -
[116] - Quote
Noc Tempre wrote:Gollas, all your suggestions would just cause cloaking to only be used for camping. Quick question - does every major corp use covert ops exclusively? Really... guess cloaking isn't the only option for high level play if it is balanced despite being very powerful. If we copy any game it should be EVE because they get it right.
At the very least, I suggested something other than pure-invisibility cloaking. Also, the too much cloaking part comes from experience with other games that use Inviz-only cloaking for combat.
If you don't want to look at other games for both lessons and inspiration, then that's your opinion, but I don't want this game falling short just because others refuse to shop around for options. *sigh* |
[Veteran_Mavado V Noriega]
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Posted - 2012.06.23 05:58:00 -
[117] - Quote
Noc Tempre wrote:
If it doesn't work while moving, it will be just used to make snipers more annoying. Let there be a hard counter class instead of just gimping them to relative obscurity. If you have to "hold" the cloaking device to keep it up, it would delay the first shot when uncloaking, preventing the "cheap" kills. I believe having hard counter equipment AND making them defeated with mundane paying attention is too much.
disagree have u played KZ2 or KZ3? u can still move about effectively with the ripple, it just wasnt an easy mode, even tho u had cloak u had to be smart about it Not "hey im invisible running right around u and u cant see me haha , derp" like some other games
even if u have to hold the device it wont delay much , who is gonna attack from in front anyway? lol
with how large the maps are even with the ripple the cloak will be super effective because ppl wont immediately notice it especially at distance.
And even IF it works fully while moving whats stoppin snipers from using it to camp and be annoying anyway? so now u have both ****** snipers campin for kd and ppl running around fully invisible to worry about with the only counter being a deployable device? lolno. What happens if u dont have a device in that area? cloak wars? sorry not really into seeing a repeat of kz3 where ppl just have cloak wars playin hide and seek all game.
EDIT: and no it should not always "copy" EVE. What works in EVE wont necessarily translate well to a FPS. ppl seem to keep forgetting that. |
[Veteran_Rhadiem]
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Posted - 2012.06.23 06:03:00 -
[118] - Quote
I would like to see optical camo for dropsuits and full EVE-ish cloaking for vehicles (esp covert-op dropships).
Make the optical camo timer work based on how much drain you have on the dropsuit power supply, and the size of dropsuit you cloak. The bigger dropsuit, and the more stuff you have on the suit, the shorter the camo lasts when activated.
I'd be ok with being able to use it while firing, etc, just have it distort when doing so (so it stands out), and then back into camo mode once you stop.
It would fit into a shield spot.
The balance is that both sides get it, and will have to guard against tactics using it.
Uplinks have health to it and die easily.
I'd also like to see deployable devices that disrupt the camo if you enter it (like warp bubbles) |
[Veteran_Andras Del]
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Posted - 2012.06.23 13:01:00 -
[119] - Quote
The most obvious thing for an infantry 'cloak' ability would be to shut down the friend/foe tag and make you either not show up on the local radar, or if you were spotted, your icon fades out quicker.
At the moment the tag appears if you even glance in the right direction, but with a cloak like this people would actually have to look carefully to find you. Which means that people cannot just aim a little below the tag and spray fire in the general direction.
That would be a big help to snipers and other sneaky types using the scout suit, since they want to avoid being shot at due to their low shield/armour. It would also be useful for ambushes. |
[Veteran_lycan329 MUT]
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Posted - 2012.06.23 13:27:00 -
[120] - Quote
i feel like cloaking would be an amazing thing an should be added to drop suits because its a new stealthy way of fighting..
now all drop suits should NOT have cloaking abilitys in my opion heavy drop suits should not be able to cloak
Scout-Assault-Logstic suits should posses cloaking of different levels some can cloak longer then others
there should also be a way to counter act cloaking to prevent people just running around cloaking the entire fight |
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