Pages: 1 2 3 4 [5] 6 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
[Veteran_Templar Two]
0
|
Posted - 2012.06.23 13:32:00 -
[121] - Quote
lycan329 MUT wrote: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
Many of us already suggested ways to counter/detect Cloakers aside the ripple/flicker effects in the Cloak. Her's a recapitulation of what would be able ot counter it: -Sensors. -Thermal vision. - EMP grenades, these would completely deactivate for long time -X-ray vision. |
[Veteran_Mavado V Noriega]
0
|
Posted - 2012.06.23 16:42:00 -
[122] - Quote
lol so basically everyone will have to run cloak counters then. lol how will EMP work on infantry if u dont even know where they are? random emp spam? lol
Ripple effect is still the best way than total invisibility when moving, last thing u want is some suped up melee guy running around fully invisible with a shotgun knifing and one shottin ppl with the only counter being having a whole bunch of ppl running thermal/xray vision crap just to counter a couple ppl.
Total invisibility makes it TOO easy for ppl that cloaked If u havent played other SHOOTERS with cloak then honestly u dont know what u are talkin about on how it will and can be used and proper counters to it
Said it before and i will say it again DUST =/= EVE what works in EVE wont always work in a FIRST PERSON SHOOTER. |
[Veteran_Fat Axel]
0
|
Posted - 2012.06.23 16:47:00 -
[123] - Quote
thats y alot of us said to just have it to where u have to uncloak then switch to ur weapon, i.e. a cloaking device that u have to hold to keep it active like in an equipment slot tht way you will want to un cloak away from enemies rather than right up on them |
[Veteran_Templar Two]
0
|
Posted - 2012.06.23 16:47:00 -
[124] - Quote
Mavado V Noriega wrote:lol so basically everyone will have to run cloak counters then. lol how will EMP work on infantry if u dont even know where they are? random emp spam? lol
Ripple effect is still the best way than total invisibility when moving, last thing u want is some suped up melee guy running around fully invisible with a shotgun knifing and one shottin ppl with the only counter being having a whole bunch of ppl running thermal/xray vision crap just to counter a couple ppl.
Total invisibility makes it TOO easy for ppl that cloaked If u havent played other SHOOTERS with cloak then honestly u dont know what u are talkin about on how it will and can be used and proper counters to it
Said it before and i will say it again DUST =/= EVE what works in EVE wont always work in a FIRST PERSON SHOOTER.
First: I am a veteran Killzone player. Second: I have played Halo, Crysis 2, War for Cybertron, Future Soldier, Tribes...basically every shooter in existence with cloak so I am familiar with other types of cloak as well. Third: did you read my post at page 5, or any of my posts on this thread...clearly not otherwise you would know what I thinks about this argument. Fourth: did I say total invisibility, NO! |
[Veteran_Mavado V Noriega]
0
|
Posted - 2012.06.23 16:49:00 -
[125] - Quote
Fat Axel wrote:thats y alot of us said to just have it to where u have to uncloak then switch to ur weapon, i.e. a cloaking device that u have to hold to keep it active like in an equipment slot tht way you will want to un cloak away from enemies rather than right up on them
whats stoppin someone from gettin behind up close and switching to his shotgun or knifing u in the back? like i said ripple effect is best even with having someone have to hold an item that doesnt solve the problem of being totally invisible running about |
[Veteran_Fat Axel]
0
|
Posted - 2012.06.23 17:56:00 -
[126] - Quote
if ur behing them then a ripple effect wouldnt do anything in the first place....and someone who gonna get sneaked up on by someone that stands there and pulls his weapon out deserves a nice back stab, seriously bro u cant say cloaking should be in the game then complain about everything a cloaker would want to do, if u couldnt kill someone who isnt paying attention what would be the point, cloaking should just be for objectives |
[Veteran_Forbidden PsyKoz]
0
|
Posted - 2012.06.23 19:35:00 -
[127] - Quote
Sin3 DeusNomine wrote: -What causes decloaking *Shooting your gun *Interacting(AKA Hacking) *throwing Grenades *knifing -Should take up a midslot -What happens if shot while cloaked *You should distort or become partly visible This is not decloaking just makes you easier to track * if they completely take out your shields then you decloak and have to regen part of the shields and also wait for cloak cool down timer -Cool down timer for when decloak before you can recloak should be there 15-20 seconds about.
Best idea so far for cloaking. You should NEVER be able to shoot while invisibile/cloaked.
I know this cloaking thread deals mainly with what we actually see, but what about radar? Will a cloaked person be seen on the minimap? That would kind of defeat the purpose, unless there are levels of cloaking. So level 1 or 2 whatever would be invisible to the naked eye but seen on radar?
Also the little annoying diamond above all our heads. This is something i would much rather keep hidden than going totally invisible. I dont want to necessarily be invisible, but i dont want a red marker following me behind rocks. I want my suit cloaked and invisible to radar, not people. |
[Veteran_Dusty Naht'kabaret]
0
|
Posted - 2012.06.24 09:54:00 -
[128] - Quote
+1 to TF2-esque spy class.
Fairly mobile. Cloak depletes with movement. 1-backstab kill (nothing like sneaking up on snipers/heavies/etc) Ability to disguise self as enemy.
There is also a separate cloak which gives us a second playstyle.
You disguise as the enemy. If you are shot, a hologram would be generated duping your death. In the same moment, your cloak activates, giving the user 10-20 seconds to find cover and uncloak.
I think it would be a lot of fun. We'd need flamethrowers to counter it though. (or something of that ilk) |
[Veteran_John Surratt]
0
|
Posted - 2012.06.24 10:55:00 -
[129] - Quote
After further review and reading the thread. I am endorsing Fayde/Noc's exchange on cloaking. Sufficiently New Eden-ish to fit within the two games, and allowing tactical flexibility to promote emergent gameplay. |
[Veteran_Corvus Ravensong]
0
|
Posted - 2012.06.24 11:21:00 -
[130] - Quote
I say go with a slightly modified version of Eve's existing cloaking. It's a powerfull tool when used well / wisely, but if you don't use that invisibility to pick your fights, you get slaughtered. In Eve:
1. you can't attack or interact with anything while cloaked 2. you decloak at 2 Km away from ANYTHING (scale that down to be the equivilant compared to our weapons) 3. you can't warp cloaked - unless you have spent a good bit of SP on training into a covert class vessel 4. cloaks have a heavy speed penalty, the simpler the cloak the heavier the penalty 5. Cloaks have a firing delay upon uncloaking - unless you are in one of the 2 ship classes in the game who's bonus negates it 6. You can't cloak when locked (aimed at rather than hip shot?) 7. cloaks take a weapon slot 8. cloaks require activation to work 9. cloaks prevent the use of ANY module while active 10. unless your ship has bonuses that reduce fittings costs cloaks take up a LOT of your CPU and power grid
When cloaked in eve you are harmless, the ships that can move well while cloaked tend to be VERY sub standard in both the tank AND the gank department, forcing them to rely on using their cloak to pick their battles and avoid fights they cannot win in an overwhelming fashion.
Main thing I want is a covert scout suit, and some spawn beacons - with a little co-ordination, we could actually teach the FPS guys to fear my favorite use of a covert frigate - it's got to be getting close to hot-drop o'clock......... |
|
[Veteran_John Surratt]
0
|
Posted - 2012.06.24 12:02:00 -
[131] - Quote
Corvus Ravensong wrote:Main thing I want is a covert scout suit, and some spawn beacons - with a little co-ordination, we could actually teach the FPS guys to fear my favorite use of a covert frigate - it's got to be getting close to hot-drop o'clock.........
Yes. This. I so want Cov Ops to have a presence in DUST.
Also, fixed that for you with a link.
Best local spam evar. |
[Veteran_Kensaisama]
0
|
Posted - 2012.06.24 13:05:00 -
[132] - Quote
A lot of replies and good ideas and counter arguments galore, I have not read all the posts in this topic so forgive me if someone mentioned Planetside and how cloaking was done in that game. Basically in Planetside you were totally invisible when standing completely still or moving while crouched, if you were standing up and walking you gave off a slight distortion and it became greater if you ran. You could interact with objects while cloaked, however to attack someone you had to uncloak if I remember correctly, it has been a long time since I played that game. Also there was a hard counter to cloakers it was a visual implant that could be activated at anytime to see cloaked players, so if you suspected a cloaker was nearby you would activate your visual implant. All implants ran off stamina, and if you left the implant on continuously it used up your stamina and would shut off when your stamina ran dry, much like cap use in EvE. So another good idea, the use of implants in Dust, if you put implants in the game that is, have them run off a players stamina when activated, meaning active implants would use stamina and passive implants would not. Stamina could be used like ship cap. Anyways just my .02 cent contribution to the discussion. |
[Veteran_Mavado V Noriega]
0
|
Posted - 2012.06.25 00:15:00 -
[133] - Quote
Kensaisama wrote:A lot of replies and good ideas and counter arguments galore, I have not read all the posts in this topic so forgive me if someone mentioned Planetside and how cloaking was done in that game. Basically in Planetside you were totally invisible when standing completely still or moving while crouched, if you were standing up and walking you gave off a slight distortion and it became greater if you ran. You could interact with objects while cloaked, however to attack someone you had to uncloak if I remember correctly, it has been a long time since I played that game. Also there was a hard counter to cloakers it was a visual implant that could be activated at anytime to see cloaked players, so if you suspected a cloaker was nearby you would activate your visual implant. All implants ran off stamina, and if you left the implant on continuously it used up your stamina and would shut off when your stamina ran dry, much like cap use in EvE. So another good idea, the use of implants in Dust, if you put implants in the game that is, have them run off a players stamina when activated, meaning active implants would use stamina and passive implants would not. Stamina could be used like ship cap. Anyways just my .02 cent contribution to the discussion.
which is what ive been suggesting basically have a distortion based on your movement speed and a hard counter scanner , id say similar to Blacklights Hyper Reality Visor and have that run off the stamina bar
i have no problem with someone remaining totally invisible moving crouched like u suggested it would give crouching some sort of value as its currently almost useless in the game but no way should someone be able to walk and run and be totally invisible. With the sheer size of the maps that are gonna be in place for Planetary Conquest the distortion wont even matter that much when u are a far distance away because ppl wont notice it however if u are close to someone u would then have to adopt a more stealthy approach and crouch walk to stay undected rather than easy mode trolololololol-i-run-behind-u-knife-shotgun-trollcombo |
[Veteran_Traynor Youngs]
0
|
Posted - 2012.06.25 03:55:00 -
[134] - Quote
My personal opinion:
First off I like the list of things that cause you to decloak:
Sin3 DeusNomine wrote:
-What causes decloaking *Shooting your gun *Interacting(AKA Hacking) *throwing Grenades *knifing -Should take up a midslot -What happens if shot while cloaked *You should distort or become partly visible This is not decloaking just makes you easier to track * if they completely take out your shields then you decloak and have to regen part of the shields and also wait for cloak cool down timer -Cool down timer for when decloak before you can recloak should be there 15-20 seconds about.
I also like the idea that you can be totally invisible when stationary, or crouched, have a little distortion when walking upright, and a lot of distortion while sprinting. The amount of distortion should be modified by a skill of some kind.
There should be two kinds of cloaks. They should be a side arm item. The first tier cloak should be mostly invisible with random distortions even when sitting still, and worse distortions when moving and running. This should be able to be fitted on any drop suit, but require significant CPU/PG.
The tier two cloak should be totally invisible while still or moving crouched, with some distortion while moving. The duration should be longer and the cool down shorter. This cloak should be able to be fitted only to a special tech II suit designed for Covert Operations.
For Balance: The cloak's purpose is to allow for mobility to do things like provide recon, put down spawn points, ninja-capture objectives, etc. It should NOT be designed for assassinations. To achieve this, there should be some delay between declaoking and attacking. Any ECM or sensor modules should be able to be used while remaining cloaked.
Counters: Several options, 1. Thermal scope weapons. (even the SMG could reveal cloaked players if you don't fire from the hip) 2. Equipment module: movement sensors that put cloaked enemies on the overview map with a special icon that indicates movement, it should not be perfect (perhaps like a pulsing circle that expands from some estimated position and isn't perfect.) 3. Large AOE distortion grenades that break peoples cloaks. 4. Special turrets that can automatically attack even cloaked suits. 5. Vehicle mounted radar sensors that take up a turret slot, but reveal all cloaked enemies on both the map and put icons on the screen when they are detected (the physics of how well the radar works could be pretty complicated though) 6. Dropship mounted "magnetic anomaly detector" that detects in a cone directly below the dropship. |
[Veteran_MiLch FTW]
0
|
Posted - 2012.06.25 11:12:00 -
[135] - Quote
I think it would be best if cloaking was controlled by a module like in EVE with the hefty requirements. Since the dropsuits and vehicles are smaller it would be sane to assume the generate less power than a star ship; so the only have enough capacitor to run it in spurts. That way you retain the versatility of the fitting system but still allow various platforms to be balanced. A lot of good ideas everyone |
[Veteran_carl von oppenheimer]
0
|
Posted - 2012.06.25 15:07:00 -
[136] - Quote
wohoo forums ate my post meaning that god awful "saving" does nada, zip, nothing .... \0/
Anyway was typing a long winded post about cloak stats in EVE but I'll be short and say:
sensor calibration delay = turn speed reduction, speed penalty should be kept the same as in EVE (-75%), no interaction with objects for 20s after decloaking. |
[Veteran_Traynor Youngs]
0
|
Posted - 2012.06.25 15:13:00 -
[137] - Quote
carl von oppenheimer wrote:wohoo forums ate my post meaning that god awful "saving" does nada, zip, nothing .... \0/
Anyway was typing a long winded post about cloak stats in EVE but I'll be short and say:
sensor calibration delay = turn speed reduction, speed penalty should be kept the same as in EVE (-75%), no interaction with objects for 20s after decloaking.
I was like "Yea, he gets it" then I got to the 20s delay, and I have to disagree. 20 seconds is a LOONG time in an FPS. Too long.
I would say more like 3-4 seconds maybe. That is long enough to make it difficult to ninja a hack, but short enough that if the other guys aren't paying attention, you can pull it off. |
[Veteran_Doctor Spankit]
0
|
Posted - 2012.06.25 16:29:00 -
[138] - Quote
The uses?
- scouting - hiding from attackers if you are spotted, and break Line of Sight.. - assembling troops in an area slowly without someone spotting your group - ambushes
Cloaking needs to have disadvantages.
- must be stationary - Cannot fire while cloak field is on - Cooldown until you can turn it on again. - limited time to stay cloaked
This is very restrictive, but I feel its important... because every single mechanic in cloaking is something that a skilled player will abuse. Godlike players will always find loopholes, but it needs to be something that can benefit the average player, be effective when used tactically with a team, and that players who get rediculous learning to use it perfectly, will have advantage over those, without it being a "useful in every situation" type of equipment
(Sensor Jammer/ Motion detector in MAG for instance) |
[Veteran_Velikar Breakage]
0
|
Posted - 2012.06.25 16:42:00 -
[139] - Quote
Doctor Spankit wrote:The uses?
- scouting - hiding from attackers if you are spotted, and break Line of Sight.. - assembling troops in an area slowly without someone spotting your group - ambushes
Cloaking needs to have disadvantages.
- must be stationary - Cannot fire while cloak field is on - Cooldown until you can turn it on again. - limited time to stay cloaked
This is very restrictive, but I feel its important... because every single mechanic in cloaking is something that a skilled player will abuse. Godlike players will always find loopholes, but it needs to be something that can benefit the average player, be effective when used tactically with a team, and that players who get rediculous learning to use it perfectly, will have advantage over those, without it being a "useful in every situation" type of equipment
(Sensor Jammer/ Motion detector in MAG for instance) Yeah those are good ideas, except the disadvantage of having to be stationary. I think it would be ok if you could run(without sprinting) while cloaked. The higher level cloaking device, the more you will be hidden. |
[Veteran_carl von oppenheimer]
0
|
Posted - 2012.06.25 17:19:00 -
[140] - Quote
Velikar Breakage wrote: Yeah those are good ideas, except the disadvantage of having to be stationary. I think it would be ok if you could run(without sprinting) while cloaked. The higher level cloaking device, the more you will be hidden.
I think -75% of speed while cloaked is severe enough as that would make any heavy or even a scout a sniper bait in the open. That is even if they do manage to hide they cannot run very far from where they where spotted and decloaking delay is pretty sure way to prevent any abuse even if 20s might be too much as in EVE it's meant to prevent combat ships from ganking with cloaks at the gates. Also you cannot warp while cloak is active so no running while cloaked with -75% speed should made you a nade/area fire target even if you manage to cloak ? You also cannot cloak while targeted but I don't see how that mechanic would work in dust.
Reason people suggest thing from EVE is because it works very well and is very balanced aside from eve not kicking you for being idle (google for AFK cloaking and all the whines). |
|
[Veteran_Mode Torson]
0
|
Posted - 2012.06.25 18:47:00 -
[141] - Quote
I think the cloaking issue is a rather simple one.
FPS's have an industry standard cloaking graphics that FPS players expect- a distortion that allows an observant player to detect the cloaked player. Something similar, but not the same as other FPS cloaking graphics are expected.
Also something that is very unique to Dust as an FPS is the economic aspect. This is an easy way to balance out any major issue of item power.
Simply make the cloaking device very expensive.
If the potential benefit is very high, then the price is also very high. Simple economics. Most players won't be able to afford to constantly play using a cloaking device. It will be used sparingly. Simply due to the price tag. |
[Veteran_Arem Ashbourne]
0
|
Posted - 2012.06.26 08:04:00 -
[142] - Quote
I agree with that guy that EVE's style of cloaking couldn't apply to DUST vehicles. Not even flying ones, unless they flew over 2,000 meters above the ground. Switching to camouflage would allow CCP to make new rules.
I'm probably repeating what over 20 other people have already said but I'd like Camo to be a partial thing that only makes it harder to be seen. In truth, simply removing the red arrow above your head would be enough in most cases.
Save the complete 'Predator' style camo for specialized dropsuits, like the OP said. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.05 01:28:00 -
[143] - Quote
talk more about it people.
something that really needs balanced thoughts from all types of players. |
Sabre24
Zumari Force Projection Caldari State
3
|
Posted - 2012.07.05 02:28:00 -
[144] - Quote
Can be mirrored from the covert ops cloak in Eve, with a huge CPU load, and a dropsuit to handle that CPU usage.
Seen this mechanic implemented well in another game. Visual distortion, audible activation, and the need to swap from your weapon to the device. This was also implemented with prone.
Allowed for generally unseen movement at range, and closing in on vehicles, while being mostly useless when close to other infantry. Also means that getting caught using the device quickly leads to death. |
Lilianna Sentinel
Bragian Order Amarr Empire
295
|
Posted - 2012.07.05 02:41:00 -
[145] - Quote
Back in EVE Online, cloaking wasn't really used for "Stealth" so to speak. Since in any system you go to, you'll show up in local chat.
If anyone here has played the "Yu-gi-oh!" card game, it was essentially the same thing as "banishing" or "removing yourself from play."
It was essentially just a means to avoid combat if you can. At the cost of not really being able to do anything else.
I think that if cloaking were implemented, it should function similarly. So it isn't about backstabbing or anything like that. It's really just to traverse the battlefield undetected until you get the general area you want to be in.
It's not so you can place remote mines stealthily on that tank, or taking out unsuspecting snipers with your knife, it's just for getting around. Uncloaking should significantly increase your suit's signature for a brief period of time and there'd be a transition period where you are visible, but you can't do anything yet. |
Max Trichomes
Quantum Kittens Syndicate
68
|
Posted - 2012.07.05 04:16:00 -
[146] - Quote
NO cloaking in Dust please. In EVE cloaking is awesome and works well. FiS (Flying in Space) is way different than fighting on the ground. Cloaking promotes camping and other equally lame game play. All I am asking is lets stick to EVE lore please, and at the same time keep Dust fun. A cloaking device does not work if it is within 2000m of any object, any where the cloaking device is located on your tank/dropsuit is well within 2000m of the ground. Ground decloaks you the second you turn it on.
What NovaBlade describes (apparently KZ3's cloaking) sounds the least worse, but it still sounds terrible. People that get more invisible the less they move, yeah that's not going to promote camping. But that's better than 100% invisibility, 100% invisibility cannot be balanced in a FPS.
Forums Veteran wrote:I believe this necessitates certain design principles in balancing the cloak
- The cloak should last indefinitely on demand
Ahh this is a stealth give us a non-combat zone post. You want to make it so everyone on the map is cloaked and no bullets get shot all game. Just run around the map looking at all the pretty sights. That sounds awful. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.05 09:18:00 -
[147] - Quote
I'm not going to quote anyone here, but this post is taking what I see as the best ideas and putting them together, with maybe a few ideas of my own added to the mix.
Firstly, the idea of filling a grenade slot is a good way to avoid the problem of excessive penalties to specific fittings/skillsets. There should also be extremely high CPU/PG requirements, which are reduced significantly when using a Covert Ops suit. Not sure if a module slot is also needed, but I'm leaning towards yes.
- Cloaking has a "charge" meter, and can only be activated when this meter is above 10%. - The charge meter drains slowly while the cloak is operational, and refills slowly when it's off. - 100% invisibility when not in an "active" state. - Visible distortion of cloak effect when in an "active" state. - Visible distortion accompanied by audio cue. - Increased charge drain when in an "active" state. - Non-CovOps Dropsuits will be "active" when sprinting. - Non-CovOps Dropsuits will be "active" when hacking. - ALL Dropsuits will be "active" when attacking with any weapon. - ALL Dropsuits will be "active" when in close enough proximity to another non-cloaked player (regardless of friend or enemy). - ALL Dropsuits will be "active" when the charge meter is below 25% - CovOps Dropsuits will be the only type which don't lose sensors/minimap while cloaked. IFF markers won't appear for cloaked non-CovOps players. - Being cloaked conceals you on the minimap unless the target has a specific counter the cloak.
Counters will be EMP devices, and several counter-modules.
An "active sensor pulse" module will be an option that can be fitted to Scout and Logistics suits at a reduced cost. When triggered, all nearby cloaked units will be temporarily forced into an "active" state, becoming partly-visible. In addition, any cloaked enemies will be revealed to your teammates for the duration of the pulse. Of course, this will also have the drawback of marking your location for all enemies in a wider radius than the pulse's effect, making you a priority target. It operates on a cooldown, needing time to recharge after each use.
There will also be a "disruption pulse" module with a much shorter range, with a reduction in requirements when equipped by Logistics suits. This will automatically empty the charge meter of any nearby cloaked unit (friendly included), forcing them out of cloak until they can regain at least a 10% charge level. As with the Active Sensor Pulse, this module will have a cooldown period after each use.
Scouts will have reduced requirements to equip an "Active Sensor Array" module. Unlike the "pulse" version above, this will be freely turned on and off by the player, much like the cloak itself (but without a charge meter). While active, all enemies in the sensor range will be revealed on all friendly minimaps and HUD displays. This will also increase the range at which a cloaked suit becomes "active" from proximity. As with the Active Sensor Pulse, this will make the player using the module more visible to enemies while active. |
Itchy Phox
Crux Special Tasks Group Gallente Federation
24
|
Posted - 2012.07.05 09:41:00 -
[148] - Quote
Never played EVE so don't know the verisimilitude of the technolgy used for cloaking but how do you "bend light" in space? Sure theres that omni present lightbulb in space but it aint exactly bright up there no cloaking for me but of course the idea has merit |
dust badger
BetaMax.
283
|
Posted - 2012.07.05 09:47:00 -
[149] - Quote
one thing that was mentioned allot was high cpu and pg requirements for the cloak, i dont think this will be that great as you will get scouts running around with aurum guns (that have lower pg/CPU requirements than their isk counter parts.
i hate the sneaky style of game play, hated splinter cell, but i understand people like it so i think as someone else said make it really expensive so its not over used and a risk to use on the battle field |
Boksoon
Osmon Surveillance Caldari State
11
|
Posted - 2012.07.05 10:13:00 -
[150] - Quote
We were throwing around some ideas in IRC and I feel like this was a pretty good course of action:
- Cloak works similar to how you would expect, a predator like aura that diffracts light.
- Cloak needs to have drawbacks, but not too punishing so as to let it be effective in the huge maps
- It works off the stamina meter as an extension of "mental fortitude"
- This makes it fit on scout suits more readily, while still giving others the albeit limited option to do so
- Prevent swapping weapons to not break the stealth field
Limiting cloak past a couple of simple, easy to understand, guidelines makes the mod needlessly complex. If you start prevent movement, stacking % of cloak, or other ridiculous limitations then no one is going to use it or (completely invisibility) it will become the most overpowered camping tool. Stick to easy to understand rules for mod usage and you'll get a nice end result. Arguing over minutia comes after the mod is built. Then we can argue about -5.4% or -5.3% on its signature profile. |
|
|
|
|
Pages: 1 2 3 4 [5] 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |