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Lycuo
On The Brink
5
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Posted - 2013.01.21 19:28:00 -
[241] - Quote
As it stands cloaking is broken in EvE. I love a lot of the ideas in this thread and wish some could be ported to eve for a solution. |
Terry Webber
Gothic Wars Consortium
35
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Posted - 2013.01.21 20:07:00 -
[242] - Quote
There are a lot of good ideas on this topic. In my opinion, I agree that the cloak should be an equipment module and only scouts should use it. I also agree that using shield energy, making them inoperable, should be a drawback and shouldn't last forever. Getting shot, attacking, interacting with objects, or running out of energy should drop the cloak and deplete the shield, making you wait for the shield to recharge and re-cloak. The cloak should not be completely invisible, just hard to see. A merc that is paying attention should be able to spot a cloaked scout. You can counter it by using a device to jam it or one that can expose the mercs using it.
For vehicles, only certain kinds of aircraft and LAVs should use it. They have the same characteristics, drawbacks, and counters as the scouts. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2013.01.21 20:47:00 -
[243] - Quote
I'm sure I said this in this thread a long time ago, but people seriously need to forget everything about EVE when it comes to Dust. Including how cloaking works. It's the worst kind of reasoning that would make someone develop a cloaking gameplay mechanic for a FPS game, and using an MMORPG about space ships as their basis from a gameplay perspective.
Cade Orion wrote:As I've seen what the element of cloaking can do to a FPS - I'm way against this, all it does is bring on is cheesy tactics that can't be controlled by the company dealing with the game.
Generally speaking, yes. However, I find Planetside 2 has a decent cloaking system. In it, cloaking is a movement ability rather than a combat one. That is, you cannot fire while cloaking. Cloaking in it is imperfect, so you can be spotted if you have, and it also only lasts 10 - 15 seconds before needing to spend a few seconds recharging.
It works pretty well overall. The cloaker-types end up being good at infiltrating areas, but you very rarely encounter situations where an invisible person materializes behind you and kills you with headshots before you can turn around. |
Patoman Radiant
ZionTCD Legacy Rising
53
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Posted - 2013.01.22 05:58:00 -
[244] - Quote
I think eve mechanics are spot on how it should be done.
Cloak takes up a midslot,. For basic cloak anyone can use, 90% movement reduction, scaling up to 50% reduction for top end. When bumping into players, projectiles or vehicles deactivated, When deactiviating a delay happens where you are still under the movement restiction, penalty but are visable, and unable to shoot for a second (blind),
Covert opps obviously no movement problems, and no delay in decloaking. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2013.01.22 11:31:00 -
[245] - Quote
I've been thinking, and I have an idea...
Module: Active Profile Dampener (APD)
All versions of this device would have the same functional limitations, listed below:
- Firing disrupts the effect. This will also apply to melee attacks - but ONLY when they connect with a target. Charged weapons will disrupt the effect as soon as they begin charging, and the timer to restore functionality will only kick in after the fire button is released. - Taking damage disrupts the effect. - Sprinting or jumping disrupts the effect. - Active Scanners disrupt the effect within their scan range. - Any suit's built-in Passive Scanners (including those of friendly suits) disrupt the effect within half their scan range. - Using the APD interferes with TACNET functionality, preventing the suit from sending or receiving targeting data. As such, enemies visible to someone with an active APD will NOT be visible to the rest of the team, and vice versa. This also prevents cloaked units from disrupting one another's cloak, however, allowing "stealth squads" to work together without fear of interrupting each other's APDs.
When the APD's effects are disrupted, any negative effects from the use of the module still apply, but the benefits will be negated entirely. This disruption lasts for a base of 1.5 seconds, with the module's required skill providing a 0.1 second reduction per level. This allows for, at best, 1 second of full visibility after performing ANY action that disrupts the APD's effect, including getting too close to an enemy.
Each tier of APD provides an additional benefit, but at significantly increased PG/CPU costs - much greater than the increases seen in other weapons and equipment.
Militia/Standard: The basic APD reduces the suit's scan profile by 50% while active. It also adds a 1 second delay before the suit lights up when targeted by an enemy.
Advanced: Outside of enemy scan range, an Advanced APD prevents all targeting. Even when centered and scoped in, an enemy will receive no targeting data about the suit they're aiming at while the APD is active.
Prototype: The Prototype Active Profile Dampener is a cloaking device. This provides complete invisibility in addition to the other benefits of the technology.
Covert Ops (or Scout suits if they take that role) will simply be able to ignore the limitations on sprinting and jumping while cloaked. Everything else wou |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
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Posted - 2013.01.31 13:41:00 -
[246] - Quote
ahh.. my good ole thread. I created this puppy back in E3 build IIRC. bumping due to fresh faces and recent surge in interest. |
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