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[Veteran_Orin Fenris]
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Posted - 2012.06.12 09:01:00 -
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As most of you may know, CCP appear to have been mulling over how to implement Cloaking into DUST. The technology exists in EVE, and almost any ship can fit the most basic cloaking device, but in the case of non-cloaky ships, you have to sacrifice quite a lot in order to fit it, including time to acquire a target, overall speed, and the inability to warp... However, if you are flying a covert-ops ship, you are able to not only warp while cloaked, but you don't take the hit to targeting speed etc.
So my suggestion?
Make it so only a special type of "covert ops" Dropsuit has a cloaking device, and just build it into the suit---[edit] Disregard the underlined statement---. The problem with this suit would be, even at the prototype level, with all the support skills, you'd still only be able to fit a sidearm-class weapon, and very little tank, but they would have a larger-than-average stamina bar. You'd basically be strictly for running behind enemy lines, and either capturing objectives, or feeding intel on enemy positions.
If they allow any suit to cloak, they better make it so they can't load out with any weapons or something, lol, because if not, prepare for surprise sodomy by swarm launchers, forge guns, etc.
In fact, I would be fine if they didn't even include cloaking all together, with the excuse that it works for ships, but the limited space in drop suits makes it infeasible. |
[Veteran_Baal Roo]
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Posted - 2012.06.12 09:08:00 -
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seems to me they could simply make the cloaking units very resource intensive, thus making it difficult to pair them with very much other gear, but still allowing players the freedom to choose what they want to sacrifice for the cloaking. |
[Veteran_SILENTSAM 69]
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Posted - 2012.06.12 09:19:00 -
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I would think it would en an equipment item first of all. This is a valuable slot in your fitting.
I could see it having similar rules to a cloak in EVE. Getting close to anyone would uncloak you. Firing your gun would uncloak you. Interacting with anything would uncloak you.
I could see it being tied to some skill that let you use different degrees of the equipment.
Maybe it would have a severe movement penalty with the standard and very little to none with the prototype. Maybe even different side grades with different penalty options. |
[Veteran_Orin Fenris]
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Posted - 2012.06.12 09:22:00 -
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I was also thinking maybe make it so if you don't have a covert-ops suit, you can't sprint while cloaked either.
Also, to simulate the scan resolution (targeting speed) penalty from EVE, maybe make it so non-cloaky suits also can't use their weapons for x seconds after coming out of cloak due to stabilization issues causing the weapons to "jam" temporarily or something.
And maybe even take a similar hit to reload speed as a "constant" effect of having a cloaking device on a non-cloaky suit. So basically, unless you're running in a covert-ops suit, you might as well not even bother using a cloaking device, unless you just want a cheap cloaky suit to go scouting in or something :P |
[Veteran_Nova Knife]
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Posted - 2012.06.12 09:22:00 -
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https://forums.dust514.com/default.aspx?g=posts&m=115498#post115498
Nova Knife wrote:
In my opinion, Killzone 3 had the best use of cloaking technology in any shooter. It wasn't so much a cloak, as it was incredibly good camoflage. You were not totally invisible, just very easy to miss by someone quickly looking around. This is what the infantry and ground vehicles could get, even if dropships get actual cloaks. The more quickly the move, the less effective the cloak becomes, and moving at full speed the cloak becomes so distorted that you actually stand out more than you would if you were uncamoflaged.
I think as far as infantry are concerned, I do not think they should be able to turn completely invisible, ever. Like said in an above post, it simply promotes camping and hiding, like a prone mechanic and are quite frankly boring and ruin shooting games. They should not go so far as to be unable to move with the cloak active, perhaps moving crouched makes it a bit less effective but I am of the mind you should always be able to at least see some measure of visual distortion even if the cloak is operating at full effect. I agree there should be a timer, maybe 30-60s with better modules and/or skills to increase that or decrease the visual anomaly slightly when moving.
As far as the force recon dropships go, I would be in favor of a full blown cloak so long as the cloak completely disabled the turrets, had a timer of a minute or two before it ran out, and disabled upon any collision with any surface.
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[Veteran_GenocidalWaffles]
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Posted - 2012.06.12 09:26:00 -
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Having something similar to the active camo in Halo Reach would suffice: shooting and moving quickly distorts the cloak while scans and sensors go bonkers for everyone around you (including yourself) |
[Veteran_Orin Fenris]
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Posted - 2012.06.12 09:31:00 -
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Nova Knife wrote:https://forums.dust514.com/default.aspx?g=posts&m=115498#post115498 Nova Knife wrote:
In my opinion, etc.
Well, that is Killzone 3.
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. Also, due to actual devices passive effects, in non-covert ops ships it slows down the ship, and slows the ships tracking speed.
Also, in KZ2/3, only snipers can cloak, meaning your options are very limited. in DUST, if they do it right, any suit type can potentially utilize a cloaking device, meaning if they don't do it right, we could have forge guns and swarm launchers cloaked and ready to one-shot you. Thus why I suggest the x seconds of inability to fire when you drop cloak (unless in a covert-ops suit)
This would help to disallow the surprise one-shot deaths, as in order to pull it off, you'd have to be visible for at least a few seconds, giving someone some time to react.
Also, for OBVIOUS reasons, you should only be able to cloak when you are not on any enemies radar (unspotted). as in EVE, you can not cloak if you are engaged in combat.. but since combat is everywhere in DUST, we shouldn't be able to cloak unless already unseen. this would prevent "Cloaky escapes" most of the time. |
[Veteran_Nova Knife]
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Posted - 2012.06.12 09:45:00 -
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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. |
[Veteran_Orin Fenris]
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Posted - 2012.06.12 09:54:00 -
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well, I wouldn't mind them being completely undetectable if it also meant they were mostly harmless whilst uncloaked. that way, it would pave the way for excellent drop-link placement, great intel on troop movements ("there is no one at x CRU etc.") and allow players to sneak around and "ninja" objectives, while at the same time, being all in all mostly useless in an actual firefight. I'm sure people would try cloaking and max knife suits, but even then, they'd have to actively decloak before they could attack, and incur the attack penalty for knifing as well.
It could work. but it would have to be in the same spirit as cloaking in EVE. which as you know is mostly harmless, just really annoying, except for bombers, who are dangerous, but still not very useful in an all-out fight due to collateral damage and extreme squishyness. :P
So i imagine it would be similar in DUSt. Cloakys would be annoying, but if you mange to actually run near one, they are revealed and unless they have super-jukes or get some backup, they are dead to rights. |
[Veteran_Dargondarkfire darkfire]
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Posted - 2012.06.12 10:05:00 -
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well from what i remember any cloaked ship other then a covert ops decloaked when within anything, asteroids, stations, jumpgates. a covert opt ship could get in extremely close. i know some corps used them as a jump point to jump right down into a opposing force's fleet. but if they bumped there ship into someone if was good bye cloak.
you realise they couldn't implement it like this in a drop suit right? your feet are touching the ground thus you have contact and your cloak would instantly be broken. |
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[Veteran_Degren Cthulhu]
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Posted - 2012.06.12 13:49:00 -
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the problem with cloaks that have some sort of effect to them when you are moving or standing stil are crap, in eve the cloak works so wether infantry or just vehicles get them the eve way is a good way |
[Veteran_TEXKO]
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Posted - 2012.06.12 14:05:00 -
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Snipers should only have cloaking. |
[Veteran_Degren Cthulhu]
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Posted - 2012.06.12 14:12:00 -
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TEXKO wrote:Snipers should only have cloaking.
anybody can use a sniper rifle |
[Veteran_Nos Grey]
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Posted - 2012.06.12 14:38:00 -
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Just a quick thought but what if using a cloak dropped your shield to 0 and had a steady stamina drain to limit cloaked time? Once the cloak is dropped your shields begin to regenerate. Any actions would cause the cloak to drop like firing a weapon for example. Any direct or splash damage would also cause the shield to drop. This would cause any cloaked player to think twice before trying to sneak up and attack because once you fire that first shot you're position is known and you're not very well protected. |
[Veteran_Templar Two]
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Posted - 2012.06.12 15:25:00 -
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What Nos Grey suggests is one way to do it but to balance such a dramtic disadvantage (no shields) cloak should, IMO, last indefinitely much like in Killzone or until you shoot, get hit, or deactivate it. Adding a stamina penalty/consumption when using cloak is really too much IMO.
- My idea is that cloaking should consume energy and we should be able to use it for 10 seconds max.
Also I propose cloak to consume shields depending on the usage: use the cloak for 5 seconds and it consumes 50% of shields. This way it's balanced: the advantage of cloaking is that you are invisible, the disadvantage is that you are far more vulnerable while using it and the more you use it the weaker you get. Shooting also should automatically get you out of cloak, much like in EVE....not sure about hacking.
- Alternative we coudl have a energy bar that recharge over time and that is exclusively dedicated to clacking...shields/armor should be reduced accordingly as a trade off for this system.
- Cloak CPU/GPU consumption should be tuned so that we would be able to use only light weapons with it (AR, SR, SG, SMG): no forge gun, swarm, gatling, et...
- As for how cloakign could look like I suggest we take the inspiration form other Unreal Engine games:
-Mass Effect has a great cloaking and the effect is very cool. -Transformers War for Cybertron has a fantastic cloaking... if not too perfect: you are ridiculously hard to see!
For the cloak to be more visible we could have a flicker like in Killzone or, even cooler, have blue electrical discharges passing through the body that outlines our silhouette.
Final technical note: which button would activate cloaking? As for now the only unused button is "left directional pad" but frankly I would prefer to have it on R2/L2 |
[Veteran_Nos Grey]
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Posted - 2012.06.12 16:07:00 -
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Using shield energy is actually a better idea than stamina drain. +1 to you sir, and yes limit cloak use to light weapons only. Seems like this would would make cloaks more beneficial for light suits over the heavies. Not saying heavier suits shouldn't be able to use it, just not as effectively. |
[Veteran_Templar Two]
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Posted - 2012.06.12 16:16:00 -
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I am not sure if every dropsuit should be allowed to use cloak: heavies (900Hp or more) + cloak + shotgun = invisible beast.
It could be that to effectively use cloak dropsuit needs to be made of a specific material: a very energy conducing one but a weak one as well. That could explain why heavy dropsuits won't be able to sue cloak. |
[Veteran_UltraMind Regenersis]
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Posted - 2012.06.12 17:21:00 -
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Hell the thought of a cloaked scout suit running to an objective and throwing down a drop uplink is bad enough......
Or when sensors and detection come into play - a scout suit hunkered down near an objective spotting hostiles for a big tank. |
[Veteran_dent 308]
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Posted - 2012.06.12 17:29:00 -
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cloak / tank / gank Pick two
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[Veteran_Buzzwords]
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Posted - 2012.06.12 17:30:00 -
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i'd like to see scouts and logistics able to use cloak myself. atm scouts don't seem to have to much going for them ( i mean we all hate bunny hopping, but is that really something to build a suit around?) and logis are the one thing you'd wanna hide, right? cloaking isn't just for infiltrating, it could be a defensive tool.
but i do see an issue with how to balance it... i almost feel like... if you made the cloak a "weapon" that took up a light weapon slot, that might do it?
a cloaked logi would be weaponless. a cloaked scout, assault, or heavy would be restricted to sidearm only.
you could even make it so that the cloak only functions while the weapon is drawn to mitigate combat abuse, OR make it so it only functions while the trigger is being held, using up "ammo" in the form of a charge. a larger suit would need more effort on the part of the module to stay cloaked, so a heavy might get a few seconds out of what could keep a scout cloaked for much longer.
you definitely do need some way to BALANCE it amongst the different suits, but i dunno if you need to completely restrict it to one suit type. |
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[Veteran_Steve Mitchell]
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Posted - 2012.06.12 17:50:00 -
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BALEETED due to similarity. |
[Veteran_Templar Two]
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Posted - 2012.06.12 17:56:00 -
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Sidearms only or no weapons at all would make cloak more a burden than anything.
One thing is balance another is punishment. |
[Veteran_RolyatDerTeufel]
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Posted - 2012.06.12 17:57:00 -
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Steve Mitchell wrote:How about this... The cloak is a cheap module for a dropsuit which replaces shields?
First off, great thread Orin. and great feedback from everyone.
I think since you would need to toggle the cloak on and off it'd have to be equipment kinda module. you could have it so that you need to run with that equipment out and if you change to a weapon then you lose cloak and become an easy target for x ammount of time after cloak. |
[Veteran_Eflin Trollunge]
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Posted - 2012.06.12 18:00:00 -
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Steve Mitchell wrote:How about this... The cloak is a cheap module for a dropsuit which replaces shields?
so more like stargate atlantis cloaking XD
and personally as long as I can still use REs with it to be a sabatour I'm okay with any form of cloak or OC
And for the people saying well this isnt this game this is eve in eve cloaking does this..
the point is Cloaking makes something completely invisible
What everyone else seems to be talking about with Halo and Killzone 3 is Optical camouflage....heck we have Optical camouflage prototypes now
The point is true cloaking on an individual level might be to much, I'd bet anything that the claoking devices in eve online are massive pieces of tech bigger then a car engine at least.
however OC can be threaded throughout the suit
So I think they Killzone 3 and halo styles would be best and most fair |
[Veteran_Templar Two]
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Posted - 2012.06.12 18:06:00 -
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Steve Mitchell wrote:How about this... The cloak is a cheap module for a dropsuit which replaces shields?
This is basically the same idea porposed by Nos
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[Veteran_Steve Mitchell]
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Posted - 2012.06.12 18:07:00 -
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Templar Two wrote:Steve Mitchell wrote:How about this... The cloak is a cheap module for a dropsuit which replaces shields? This is basically the same idea porposed by Nos
Whoops, my bad. I'll see if I can delete. |
[Veteran_Buzzwords]
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Posted - 2012.06.12 18:16:00 -
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Templar Two wrote:Sidearms only or no weapons at all would make cloak more a burden than anything.
One thing is balance another is punishment.
well i guess the important question here is; is cloaking a combat function, or a utility function?
because if it's a combat function then yes, using a light slot is a crippling penalty.
but if it's a utility function... reporting enemy movements, hacking objectives, dropping a spawn uplink in an advantageous area, getting to that crippled tank unmolested to repair it... then i feel using up a light slot is a perfectly fair tradeoff, as it CEMENTS cloaking as a utility function. (which i believe it should be.) |
[Veteran_Sin3 DeusNomine]
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Posted - 2012.06.12 19:03:00 -
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Cloaking well first I will go over my idea's before they come out with a usless module for cloaks. Dust like eve is a module based games and one module counters another is how eve is set up. You have one thing you give up another. I will go over 3 points Infantry/Vehicle's/Defense
Infantry -This should be scout only use *If they choose to allow other drop suits make it a serious disadvantage to them. * Why scouts well they are a low shield low HP class you drop a grenade on them there dead if they mess up and do not take you out very quickly you can usually turn around and drop them fast -Cloak should be a constant running iteam and should not drain anything -Cloak should cripple shields down to 75% because they will use them to bend light around a player causing them to become almost invisible * Mass effect 3 has a good looking cloak effect easy to see up close but hard to see far away Video On how it Looks Just so you see how it looks -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.
Vehicles -There should be special classes mad up for this. *LAVs and drop ship being the only ones that can cloak *HAVs should never have this option. -There should be no guns on these ships there just to be used for quick cloaked up transport -If someone enters or exits the vehicle the cloak should go down for about a 5 second period -You should not be able to start a lock on a vehicle while cloaked -If you start your lock on during a moment they are uncloaked even if they cloak up the lock should not break. -if a drop ship or LAV run into something hard enough to cause damage it should act like someone entering or leaving one of these ships a 5 second de cloak session
Defense -SHould be a piece of equipment -You drop it down like a nano hive or link but it has a greater area of reach where it distorts light causing decloaking apon enterence. So you know someone is running a vehicle down the road you drop one they hit the area of effect and they are decloacked You can then drop these close to objectives you are protecting to cause the declocking of anyone who gets close to the area. -It should effect friendlies as much as it does enemies.
That is my idea basically.
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[Veteran_NewOldMan]
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Posted - 2012.06.12 19:36:00 -
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I think in order to balance cloaking for any dropsuit, Have it drain shield at a continuous rate, as well as having a cloak activation penalty to shield (take a chunk out) Cause if you have it drain the stamina bar, that wouldn't last very long at all, and would make it pointless if it only lasted a few seconds. Cause really, what can you do if you're only invisible for few seconds and running will cause it to go out faster... |
[Veteran_Templar Two]
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Posted - 2012.06.12 19:43:00 -
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NewOldMan
I feel ignored :( |
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[Veteran_Ignatius Crumwald]
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Posted - 2012.06.12 19:45:00 -
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NewOldMan wrote:I think in order to balance cloaking for any dropsuit, Have it drain shield at a continuous rate, as well as having a cloak activation penalty to shield (take a chunk out) Cause if you have it drain the stamina bar, that wouldn't last very long at all, and would make it pointless if it only lasted a few seconds. Cause really, what can you do if you're only invisible for few seconds and running will cause it to go out faster... That's a good idea, having it use the shield as a power source - maybe because they use the same field emitter.
I think it should be semi passive, in other words it activates when you are crouched and the power drains with movement - the time it lasts would depend on your skill and the quality of the module. It should be used primarily for sniping and ECM should be for movement.
Templar Two wrote:NewOldMan
I feel ignored :(
Yup... |
[Veteran_Sin3 DeusNomine]
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Posted - 2012.06.12 20:11:00 -
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Cloak needs to be complete passive You can not run it off of shields because if you do your basically giving a the middle finger to any person that shield tank while the armor tanking fools do not really care.
And once shields run out they turn into a one shot death.
So they need to be passive. Yes the shields should take a percentage hit when activated because they would be what your using to effect the cloaking in your environment. Also they should not recharge while cloaked. But past that everything should run passively. It will be the only true advantage scout suits have. |
[Veteran_Darkz azurr]
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Posted - 2012.06.12 20:14:00 -
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Buzzwords wrote: cloaking isn't just for infiltrating, it could be a defensive tool.
Cloaked clone reserve !
just put a capacitor in suits and have it drain capacitor power ..our shields we have now should use the suits cap power to be active, but the default cap recharge rate would recharge faster than the shield uses the power so they would always be on , that way if your greedy using stealth all the time, the capacitor in your suit runs out and you cant stealth and your shields drop ...you could add lots more items you use in your suit that use this capacitor power ..if you get what i mean..just an idea |
[Veteran_Bob Deorum]
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Posted - 2012.06.12 22:09:00 -
[34] - Quote
I like the idea of the cloak acting as a weapon, it would take a light slot and you would have to fire it like a gun to turn it on, and then it would only last fro a certain amount of time I kinda like the idea of using stamina as the timer.
this would make cloaked attacks harder but not broken or impossible. |
[Veteran_Boss Dirge]
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Posted - 2012.06.13 06:37:00 -
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I think a simple way of balancing the cloak is to simply make it extremely taxing on power grid and cpu. Combine that with the massive drain of a heavy weapon and you could never have a cloaked person running around with a swarm launcher because the suit can't power both things at the same time.
If you consider how a cloak would work, it would massively drain the power grid and cpu of the drop suit whether or not it was on because the module would have to be prepared to be activated at anytime.
Movement penalty? Absolutely. No sprinting even there were a cov ops drop suit, that would be impossible to balance I think. A decent movement penalty combined with the inability to stay cloaked when you are in proximity of enemies, installations and cap-able objectives would solve the pop ups as well. Recoil could easily explain why after firing a weapon once the field is destabilized and could not be re-activated for a short time. |
[Veteran_Templar Two]
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Posted - 2012.06.13 07:01:00 -
[36] - Quote
I proposed stealth cloaking consuming shields, and so be limited, because the idea of having cloak is already frightening for many and so a trade off such as that makes it more bearable.
If we want cloak to not consume shields then we need a cloak enregy bar: unlimited cloaking isn't right for Dust 514. In Killzone it's great because only snipers can use it and there snipers goes for the kill but here we could have team leaders camping on a high point and give orders all the time, never shooting once, and so get easy points without loosing a single life. |
[Veteran_iwillrock yourworld]
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Posted - 2012.06.13 16:18:00 -
[37] - Quote
Nova Knife wrote:https://forums.dust514.com/default.aspx?g=posts&m=115498#post115498 Nova Knife wrote:
In my opinion, Killzone 3 had the best use of cloaking technology in any shooter. It wasn't so much a cloak, as it was incredibly good camoflage. You were not totally invisible, just very easy to miss by someone quickly looking around. This is what the infantry and ground vehicles could get, even if dropships get actual cloaks. The more quickly the move, the less effective the cloak becomes, and moving at full speed the cloak becomes so distorted that you actually stand out more than you would if you were uncamoflaged.
I think as far as infantry are concerned, I do not think they should be able to turn completely invisible, ever. Like said in an above post, it simply promotes camping and hiding, like a prone mechanic and are quite frankly boring and ruin shooting games. They should not go so far as to be unable to move with the cloak active, perhaps moving crouched makes it a bit less effective but I am of the mind you should always be able to at least see some measure of visual distortion even if the cloak is operating at full effect. I agree there should be a timer, maybe 30-60s with better modules and/or skills to increase that or decrease the visual anomaly slightly when moving.
As far as the force recon dropships go, I would be in favor of a full blown cloak so long as the cloak completely disabled the turrets, had a timer of a minute or two before it ran out, and disabled upon any collision with any surface.
Agree with this.
imo cloaking, especially as done in EVE, will only promote camping.
Do it right or dont do it at all. |
[Veteran_Traynor Youngs]
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Posted - 2012.06.14 03:04:00 -
[38] - Quote
As a big fan of the cloaky ships in Eve, I think this game definitely needs them.
I agree with Nova though.
It should not make you completely invisible. As it stands in Eve, anything gets close to you, you decloak...well in DUST, you are always close to something (the ground). So in order to form the cloaking field your suit has to flicker it on and off and as a result you are only partially cloaked.
In addition, to be balanced, it should require a main weapon slot to use, so only side arms.
I am guessing that the electronic warfare and sensor stuff is going to be equipment or module based and so a suit dedicated to cloaky recon should be able to use these modules as well.
I can see them being used in several ways: Infiltration: Use with speed mods and a drop uplink so that they can pop a spawn point behind enemy lines or hack enemy facilities. Recon: Use with sensors/boosters/etc and get in and report on enemy units composition and numbers. Ambush:Use with damage mods and SMG's to surprise the enemy when they move on an objective or through a checkpoint.
They should not require energy of any kind that depletes.
Also, to counter this, there should be a thermal scanner equipment mod that allows players to "see" the cloaked guys when activated.
Cloaking for vehicles is harder to balance IMO, especially for dropships, and so I think they should be a timed kind of thing and take up enough power/CPU to hinder fitting. |
[Veteran_Avinash Decker]
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Posted - 2012.06.14 03:38:00 -
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Traynor Youngs wrote:As a big fan of the cloaky ships in Eve, I think this game definitely needs them.
I agree with Nova though.
It should not make you completely invisible. As it stands in Eve, anything gets close to you, you decloak...well in DUST, you are always close to something (the ground). .
Or make that it will gradually turn off if you get closer to an enemy drop suit . |
[Veteran_Brian Boyer]
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Posted - 2012.06.14 05:58:00 -
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I have no doubt with how well cloaking is used in Eve that it will be an effective ability for DUST gamers. CCP does a terrific job of balancing ships and I am confident that they will do the same with the cloaking ability. In the past if a skill or a fitting gets to advantageous , CCP will rebalance the ships and items to make them more palatable to us. CCP therefore should go ahead with the cloaking and let us try it out.
IMO. |
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[Veteran_Gene Dravon]
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Posted - 2012.06.14 09:26:00 -
[41] - Quote
Im going to have to go with Nova Knife on this one, the Killzone 3 system is rather well done when it comes to cloaking.
I get the feeling the Tech II Scout suit will be something along the lines of a Stealth Suit. It offers reduced penalties for using a cloaking device to encourage people to actually invest in the suit if they want to be stealthy. Offer a cloaking device for all suits, perhaps make it a sort of passive gear item, but with much more severe penalties and whatnot.
Perhaps the Stealth Suit offers the ability to fire a weapon while cloaked, but will decloak after you do fire. Normal cloaking device would have a "cooldown" after you decloak before you can fire your weapon. Honestly for the average dropsuit it would be a nice solution to running to get some cover and cloaking while your shields/armor recharge so the enemy can't find you.
Regardless I think penalties similar to EVE would be the obvious choice, and proper skills/equipment help reduce those penalties. |
[Veteran_Bzeer]
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Posted - 2012.06.14 15:04:00 -
[42] - Quote
In dropsuits, I would restrict use to certian types as been suggested, and make it very cpu or pg expensive, or both. (Enough to limit what else they put on their suits in the vien of damage mods or shielding.) Secondly, I would make is passive, and only functional after standing still in one place for a certian length of time. Once you move from "cover" the cloaking device would then become non-functioning, temporarily. Also, after one fires his rifle, it would temporaily desync with the enviroment. This tech would benefit recons and snipers most--but I think if you could run around claoked and hack objectives all day long, that would be an exploit. I definitely don't want dropsuits to have mobile cloaks hacking with impunity. SO, idealy, it would not operate while manning a station turret, or in a vehicle, or hacking, or sprinting.
As for dropships, or whatever else vehicles I would restrict cloaking devices to the more advanced varients, I would make it active, have it desync the cloak anytime a turret was firing, for a period of time before it can reactivate. Make it completely invisable when sitting still, and make it more and more uncloaky as it speed increases. (Visable to the human eyes, as long as it's active, but preventing hard weapon locks, and preventing AI installations not commanded by dropsuits from tracking it. Sort of a digitized "predator"-blend effect because of increased latency in its skin blending with the constantly changing enviroment around it. Storyline wise, I would suggest that the EVE "cloaking devices" in space which are near perfect mobile cloaks are too advanced and too intensive to be used on ground vehicles and dropsuits since they require way too much cpu. But, this camo nanoskin is highly adaptive in blending with its enviroment to the point of actually cloaking when it is sitting still.) I would also make this PG/CPU heavy restricting space for other heavy mods that would unbalance it.
And to counter it effectively, I would create a smoking-glow-ink grenade that could be popped in an area that would disrupt the cloaking devices of dropsuits and vehicles on the ground within range of the device. Infact, it would obscure the battlefield, and actual light-up the cloaker. This would disorient the cloaker, obsure the attacker, and allow for a succesful takedown. This device would limit the situational benefits of claoking from perma-camping the same place close quaters. To balance against the over-use of this grenade, I would take a traditional grenade slot, and would require more advanced grenading skills to deploy, and make it only disrupt the claok only for small ammounts of time after it has gotten clear of the actual smoke--a non binding substance. (So that not just any milita could use it, and so that there is at least some chance of escape for the cloaker if they decide to run.) This grenade would act as a long duration AOE smoke , and even if the cloakers aren't present will give cover to those using it just as smoke. Making it at least somewhat useful even if cloakers aren't around.
PS: For both, I'd have something on the hud to indicate whether is was active, or not, and how syncranized it is with the enviromnet, higher the sync level, less risk of detection. 100 percent will be invisable to the naked eye, a certian range will be hard to notice, and impossible for AI turrets, a certian range below that will disrupt hard locks, a certian range below that will be compeletely unstable requiring a cool down period for the cloak to reactivate (Time to run and hide). So it would be like a different kind of shield. As long as things move slow enough to keep it within the 100 to 90 percent range they can reposition, so long as they aren't triggering anything, or firing a weapon. |
[Veteran_EnglishSnake]
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Posted - 2012.06.14 15:24:00 -
[43] - Quote
Cloaking
KZ3 - had it shimmer when slow moving and barely working when moving fast but when not moving at all you were hidden, also when you fired a non silenced gun your cloak came off and had a cooldown time until you could reactivate it, but if you fired a silenced weapon the cloak didnt come off but it did shimmer as your were firing
MGO - Steath camo hid you completely apart from your weapons and knife
In DUST im not sure if it should be like a booster and lasts for so long, i do think you shouldnt be able to fire while cloaked |
[Veteran_Templar Two]
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Posted - 2012.06.16 16:42:00 -
[44] - Quote
I just realized that unlimited Stealth Cloak could work as in Future Soldier: you must walk slowly, crouched, or it wears off. It could be nice trade off.
Of curse the invisibility effect would be much better than in FS. |
[Veteran_iwillrock yourworld]
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Posted - 2012.06.17 03:23:00 -
[45] - Quote
I dont like the idea of cloacked soldiers, it would just benefit cloacky sniper camping. |
[Veteran_bjorn morkai]
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Posted - 2012.06.17 03:34:00 -
[46] - Quote
ive been putting some thought into this, taking what ive seen from multiple games that use cloaking, going from shooters to RTS. what i see works well is when you shoot, the cloak breaks. cloaking while moving is fine, as you can do it in EVE. moving slow while cloaked works well, because youre trying to be sneaky, not race to the finish line while not being seen. moving fast while invisible should, if anything, be a means of hightailing it. been exposed, time to book it.
thats where my thoughts have gone so far. i could ponder the subject forever but we all know the final word is up to our dev overlords (praise ccp!) |
[Veteran_iwillrock yourworld]
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Posted - 2012.06.17 03:55:00 -
[47] - Quote
The issue i see is that in EVE, a cloacky ship hhad to decloak to shoot at you. To do that, it have to be within attack range, wich means 2 things: You can shoot back, ant it becomes totally and undeniable visible on your overview, enabling a fast and many timers deadly response.
In a shooter, the guy will climb, will hide. He wont be spoted. He will see you, decloak (mechanics pending), kill you, hide again, without ever being spoted, cause you're dead and hes at a pretty safe and far distance. Rinse and repeat. He will die eventually, but I am sure snipers will be allways top on the charts by far. |
[Veteran_Adun Red]
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Posted - 2012.06.17 05:44:00 -
[48] - Quote
Orin Fenris wrote:As most of you may know, CCP appear to have been mulling over how to implement Cloaking into DUST. The technology exists in EVE, and almost any ship can fit the most basic cloaking device, but in the case of non-cloaky ships, you have to sacrifice quite a lot in order to fit it, including time to acquire a target, overall speed, and the inability to warp... However, if you are flying a covert-ops ship, you are able to not only warp while cloaked, but you don't take the hit to targeting speed etc.
So my suggestion?
Make it so only a special type of "covert ops" Dropsuit has a cloaking device, and just build it into the suit---[edit] Disregard the underlined statement---. The problem with this suit would be, even at the prototype level, with all the support skills, you'd still only be able to fit a sidearm-class weapon, and very little tank, but they would have a larger-than-average stamina bar. You'd basically be strictly for running behind enemy lines, and either capturing objectives, or feeding intel on enemy positions.
If they allow any suit to cloak, they better make it so they can't load out with any weapons or something, lol, because if not, prepare for surprise sodomy by swarm launchers, forge guns, etc.
In fact, I would be fine if they didn't even include cloaking all together, with the excuse that it works for ships, but the limited space in drop suits makes it infeasible.
Your last couple sentences say it all. You want people to play the way you want them to. I say make Cov Ops viable and not pre nerfed. Otherwise you'll have them being the least used thing in this game and then why bother. BO BS anyone? Thanks for your opinion though. |
[Veteran_King of Fools]
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Posted - 2012.06.17 09:15:00 -
[49] - Quote
I had a couple ideas myself for how it could be handled, building off of other people's ideas and my experience using them in the EVE universe. In EVE, there were multiple types of cloaks, the more basic the cloak the more significant the drawbacks. I would also like to point out that the cloaks in EVE did not make a ship perfectly invisible, it was near invisible. However, trying to find a slightly blurred outline against the background of space is essentially impossible, so it was practical invisibility. (Jus' sayin')
1) Multiple tiers of cloaks. Basic cloaks can be fit by anybody, but while active instill a negative movement speed modifier. This makes it a very unattractive choice for assaults and heavies, which are already moderately to very slow in the first place. This can also be applied to vehicles, making it more difficult for the vehicles that can equip one to get around the battlefield. As the meta level of the cloak increases, so too do PG/CPU requirements. Most cloaks will have little to no drawbacks, but have huge PG/CPU requirements to equip. If someone equipped one, it would be to the exclusion of all else.
2) EVE style deactivation Firing, interaction, etcetera. Doing anything beyond moving deactivates the cloak, even getting shot or grazed by splash damage.
3) Limitations Personnel cloaks should behave more like camouflage, if anything. I agree with the killzone concept - there is no such thing as true invisibility, just near invisibility. The faster the player moves, the easier they are to spot, especially up close. I also really like the "shields for energy" idea, it would force players using cloaks to be more stealthy as opposed to popping up in the middle of a dozen guys in an attempt to gun them down. Once a cloak deactivates, maybe it has to wait at least three-to-five seconds (depending on the equipped cloak) before the player can reactivate it giving the opposing player a chance to find and/or kill them.
4) Covert-ops There really should be covert-ops dropsuits/vehicles. These, similar to EVE style, would have significant CPU/PG reduction in the requirements on cloaking systems. (Example: most covert ops ships in EVE had a 99.9% reduction for cloak requirements) These suits/vehicles would have low shields and low armor with comparable PG and CPU outputs. Covert-ops vehicles would be primarily LAVs or aerial units. And HAVs would essentially be logistics platforms, like the strat-cruisers in EVE. |
[Veteran_Baal Roo]
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Posted - 2012.06.17 11:14:00 -
[50] - Quote
I think rather than severely limit what can be used with a cloaking device, the more fun way to approach the dilemma is to make using a cloaking device effectively a fairly tall order.
I shouldn't be invisible, just hard to see. if I run blatantly in front of the enemy while the enemy is paying attention, I should die. If I uncloak in view of the enemy, I should die. If I want to hack something, I should have to decloak. If I want to drop an uplink, I should have to decloak. If I want to fire a Weapon, I should have to decloak. Basically, if I want to do anything other than be cloaked, I should have to decloak. Furthermore, decloaking shouldn't be instantaneous. Maybe a 3 second process. During that 3 seconds I shouldn't be able to do anything besides move/sprint. Cloaking should take just as long as decloaking. |
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[Veteran_Orin Fenris]
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Posted - 2012.06.17 17:08:00 -
[51] - Quote
Well, To summarize what I said in my first few posts
Cloaking should be complete invisibility there should be a 5 second inability to fire your weapon after you exit cloaking cloaking should be very taxing on your suit unless you have a covert-ops suit, which would be another set of skills to train.
Non covert-ops suits would be basically a cloak and maybe a sidearm with a drop uplink or something.
I, like Buzzwords think cloaking should be a utility, rather than a combat option. It's not for snipers, it's not for corner campers, it's for people who want to run recon and actually *gasp* SCOUT!!!. This is why the covert-ops suit would be basically a scout suit with less CPU/PG, roughly the same EHP, and marginally more expensive (think Logi suit costs) So even with a prototype Covert Ops suit, you'd still only be running at best a prototype sidearm with little to no tank and a drop uplink. Maybe if/when they give suits actual benefits, give the Covert-Ops suit a bonus to drop uplinks (-x equip cost for drop uplinks, etc.) and + to moment speed while cloaked based on dropsuit/cloaking skill.
Basically make Covert Ops suits almost identical to a covert ops frigate in EVE. I think it would be awesome to be able to stand near (within your.. say... 5-10m range) and they'd have no idea you were there. The ultimate voyeur's tool :D
Furthermore, I actually like the *idea* of it taking up your primary weapon slot. I like the idea lot, but it doesn't really fit into the concept of what a cloaking device is. It's more a module than a hand-held device. I understand *some* corners will have to be cut, particularly explaining why the ground doesn't de-cloak us (possibly some kind of newfound prototype infrantry technology that lets the cloak pass through inanimate objects? or something to do with vibrations in man-made materials, or some such theory *shrug*) but I'd prefer to keep it as a module. a very, very expensive, taxing module that all but limits you to a sidearm, with the benefit of complete battlefield invisibility and stealth, allowing you to move undetected around the map to ninja objectives/etc. Maybe even make it like in EVE, so that covert-ops suits don't de-cloak other covert-ops suits, and you could faintly see squad members cloaks, so you could run as a team to take objectives/etc. |
[Veteran_Kane Brackman]
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Posted - 2012.06.17 17:22:00 -
[52] - Quote
Personally I think it should just be a module that only activates when you are crouched eg when you hit triangle. this adds a movement penalty with out needing to code for it. I like the idea of it replacing your shields and maybe when people shoot at you it should be come disrupted but only when taking damage and when your shield (now cloak) is depleted the cloak deactivates. You have to wait until your shield is full recharged until you can cloak once more. Also shooting any weapon should disrupt/deactivate the cloak. Sorry if I am stealing any ideas I quickly read though the posts and may have missed somethings |
[Veteran_Darkz azurr]
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Posted - 2012.06.17 17:50:00 -
[53] - Quote
Use the ui panel animation on your arm like you use with remote explosives to activate your cloak, I love that little arm ui panel :p |
[Veteran_Templar Two]
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Posted - 2012.06.17 17:55:00 -
[54] - Quote
^^^ Predator style...I like it :) |
[Veteran_Kar Kanos]
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Posted - 2012.06.17 20:41:00 -
[55] - Quote
I'd have to go back and check, but I'm pretty sure EVE Lore at the moment has some size restrictions attached to the technology. It has to be fitted on a large enough ship to handle the energy requirements, but too large and it's unable to perform. Personally I'd rather see the cloak ability restricted to Dropships and possible some other vehicles. Mobile CRU's perhaps? I wouldn't want to see them on dropsuits themselves though. I don't see even the Heavies as having enough energy to power the cloak modules, and still fit into EVE lore. |
[Veteran_Sin3 DeusNomine]
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Posted - 2012.06.18 03:05:00 -
[56] - Quote
People keep attacking shielding needs to take the hit on this.
People this is not halo where shields are the only defense.
You need to remember that there are also armor tanks out there also.
Now what will happen if you make shielding take the fall here well. Anyone with amazing armor skills can set up a great armor tank cloak runner. And people with shield skills will never be able to touch cloaking you will have the rare ones who do but will never even come close to a armor tank cloak runner.
You can never have cloak skills on this game run of either shield or stamina. If they come up with cap like they want to in the future it would not be so bad.
And Yes I am a shield lover. And I also want to see cloaking a useful strategy. It seems so few games that make it possible and execute it well.
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[Veteran_Moejoe Omnipotent]
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Posted - 2012.06.18 06:21:00 -
[57] - Quote
Cloaking should not appear in this game in any shape or form (at least on infantry). If you've ever played Killzone 3 you know that giving players the ability to go invisible only creates a lot of camping. Trust me, you do not want to put up with that **** in Dust 514. |
[Veteran_Kane Brackman]
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Posted - 2012.06.18 13:24:00 -
[58] - Quote
The problem with killzone 3 was that a leveled up scout with a cloak could not be spotted with the tacticians spot and mark ability im sure if ccp implements cloaking you would have a counter (check the force recon dropship lore on the website) says that you can sent it in to spot cloaked scouts and the like. Im not sure how maybe a kind of pulse that deactivates all actives cloaks or maybe something like the old spot and mark ability from killzone 2/3. |
[Veteran_Templar Two]
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Posted - 2012.06.18 15:47:00 -
[59] - Quote
^^^ I don't use the HUD in Killzone but I can always tell where a cloaked sniper is...but this is another story ;)
Anyway stealth cloak should be there, maybe lore-wise there are restriction but nowadays it is very used in sci-fi shooters and Dust 514 can't afford to be any less. |
[Veteran_Matrix Owner]
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Posted - 2012.06.18 16:54:00 -
[60] - Quote
I suggest 2 different sorts of cloak.
Style 1 is active armour prototype cloaking device, this cloak style works by having surface camera's and projectors, it can cloak things, but is either severley ineffective when the object is moving or stops them from moving all together as the image has to try to adjust. Due to the sensor and projector positioning required it is a low slot module where one of your armour mods should go... it also has a negative effect on armour resists which can be improved at 5% compound per level to a negative of 0 @ cloaking lvl 5. However due to the nature of how the cloak works it can take effect the second you stop moving/firing and after a 5-10 second period of adjusting the projeting images causing you to slowly fade out until you are invisible again. (ie always on)
Style 2 is a Covert Ops cloak, only available to be fit on the Covert ops T2 drop suit.
This works much like EVE's cloaking devices by bending light, this one works by being activated which costs 50% stamina, but is totally mobile, infact due to the graviton field used on the shield, slightly reduces the gravitation effects on the wearer, increasing agility and jump capability at the cost of top speed, scattering surface particles will put a strain on the cloaking device causing decloak if an object interacts with the surface of the drop suit, by firing, splash damage, hacking etc. Being decloaked by force causes the reactor on your drop suit to strain to keep the cloak and causes a 55% loss of stamina, This effect can be reduced to 30% stamina loss @ covert ops cloaking lvl 5..... Manually deactivating the device causes no such loss. The Covert ops cloak is a mid slot module and replaces a shield slot due to the device utilising the Dropsuit shields to project the field. As a result of the field re-enforcement it actually increases the shields resistances to the visible EM spectrum, but at a cost of shield integrity to kinetic and splash damages. |
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[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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[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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[Veteran_Templar Two]
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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]
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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]
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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]
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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]
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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
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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
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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
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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
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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
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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). |
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[Veteran_Mode Torson]
0
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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. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.05 10:49:00 -
[151] - Quote
Cloak should not work when standing still, but should require constant movement for effectiveness. The faster you're moving, the more invisible you are, and the slower you're moving, the more visible you become; this is to prevent abuse by campers. Cloak should have a time limit of like 10 seconds, and have a cooldown of 20 seconds. Cloak should disable after the user get a kill. Cloak should not be for getting lots of kills while undetected, but should be for sneaking past the combat. Cloak module should be easily fitted in a logistics dropsuit with a drop uplink; sneaking past enemies to plant a spawn points would be one of the most practical applications for a cloaking module in a team-based game. |
dust badger
BetaMax.
283
|
Posted - 2012.07.05 10:54:00 -
[152] - Quote
not sure if this has been mentioned but another thing we could have is a covert ops drop up link like the covert cyno in eve
would put a stop to spawn camping |
Dalse Brinium
Amarr Templars Amarr Empire
0
|
Posted - 2012.07.05 12:58:00 -
[153] - Quote
I think the Cloaked dropsuit should only be able to use support modules perhaps...
Think target painters (once enemy is target painted his sig radius balloons and all of your team can see his little arrow)
Perhaps include it in the Logistics suits, said logistics personnel would be required to decloak to heal. But could then cloak back up and move onto the next team mate in need of help.
Just my ideas for cloak implementation in DUST |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.05 13:40:00 -
[154] - Quote
Cloak should take an equipment slot, so you would have to sacrifice some utility to use it, and you would have to switch to it and activate it and then switch back to a weapon before use.
Should have a ripple effect while there is relative motion, so stationary observer will not see stationary cloak, but if you run right by a cloaked guy, you should see some distortion.
Should work off of stamina, so sprinting while cloaked should not last long. Not doing other sprint things while cloaked and your stamina should last longer than it would while just sprinting (about .5x the drain rate of sprinting).
Doing ANYTHING active should break your cloak, this includes shooting, hacking, throwing a greened, planting explosives, etc. This way you CAN ambush someone by shooting them, but you are immediately declaoked and have to wait the cool down before recloaking (like 10 seconds I would think would be enough)
The only things that don't break stealth are movement, running and jumping.
Any damage at all breaks stealth.
Vehicle stealth should be similar, but should be a module that must be activated and has a cool down. So a HAV can set up an ambush if they have good intel on enemy units, but they cannot sit cloaked all day. Any shooting from any turret breaks stealth, any passenger embarking or debarking breaks stealth.
Could have a special Covert Dropship that is able to use a cloak for slightly longer, and passengers can jump out without deactivating the cloak. ANy shooting will deactivate the cloak though. Damage will deactivate the cloak. |
Bobphilsfred
16
|
Posted - 2012.07.05 14:41:00 -
[155] - Quote
What if cloak simply reduced the distance you were seen at? Say for example you ran across a road to get an objective and a heavy on a building glances over, he wouldn't be able to see. However if that same heavy is strolling along and you sprint by a meter in front of him he's going to blow you away. Things such as movement speed, strength of the cloak, suit used ( scout's are better at cloaking then heavies ), shooting (gun matters, swarm launchers would disrupt it more then a smg or pistol) and if the other dropsuit had an active scanner would all effect the distance at which you could be seen. This way cloaks can be used to move around the battlefield stealthily ( as long as you don't get to close ) but attempting to sit in a corner waiting for people to walk by wouldn't work because they'd be to close for the cloak to work. Lore wise it can be explained by saying the suits have cloak scanners/detectors that had a limited range, and weaker cloaks could be spotted from further away. |
Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.05 15:33:00 -
[156] - Quote
I was under the impression that only the RDV and the Scout Suit were going to be cloaking for the time being, this could well be my own errant assumption.
If this is not what's planned, I personally think that'd be a good way to broach the issue. I'm also all for the "standard" FPS cloak shimmer when moving. When standing completely still I think a cloak should be incredibly difficult to spot from distance, or even in close range if the opponent isn't observant. |
Fat Axel
Sanmatar Kelkoons Minmatar Republic
21
|
Posted - 2012.07.05 17:24:00 -
[157] - Quote
i think the game would be fine with camo and no icons for vehicle stealth but just no icons for drop suits, or even beter an equipment that jams enemy sensors for u and ppl near u so u dont apear on map or as enemies unless they aim at u
edit.. while im at it why not a skill that decreases the range in wich u can be scaned |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.05 17:28:00 -
[158] - Quote
Fat Axel wrote:
edit.. while im at it why not a skill that decreases the range in wich u can be scaned
Like drop suit command?
Thats already in there. |
Fat Axel
Sanmatar Kelkoons Minmatar Republic
21
|
Posted - 2012.07.05 18:11:00 -
[159] - Quote
Traynor Youngs wrote:Fat Axel wrote:
edit.. while im at it why not a skill that decreases the range in wich u can be scaned
Like drop suit command? Thats already in there.
i did not know it did that, does it say that anywhere? |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.05 18:13:00 -
[160] - Quote
Fat Axel wrote:Traynor Youngs wrote:Fat Axel wrote:
edit.. while im at it why not a skill that decreases the range in wich u can be scaned
Like drop suit command? Thats already in there. i did not know it did that, does it say that anywhere?
Read the skill description. |
|
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.05 23:53:00 -
[161] - Quote
Traynor Youngs wrote:Fat Axel wrote:Traynor Youngs wrote:Fat Axel wrote:
edit.. while im at it why not a skill that decreases the range in wich u can be scaned
Like drop suit command? Thats already in there. i did not know it did that, does it say that anywhere? Read the skill description.
I think lvl 5 would be prereq to cloaking, but you'd also need the cloaking skill to at least one, giving the ablility to use standard cloak, which could just be were you can walk at whatever you suits normal speed is. And would require you to upgrade to next tier of cloak for running while cloaked. |
Enkouyami HornedWolf
34
|
Posted - 2012.07.07 08:47:00 -
[162] - Quote
KAGEHOSHI Horned Wolf wrote:Cloak should not work when standing still, but should require constant movement for effectiveness. The faster you're moving, the more invisible you are, and the slower you're moving, the more visible you become; this is to prevent abuse by campers. Cloak should have a time limit of like 10 seconds, and have a cooldown of 20 seconds. Cloak should disable after the user get a kill. Cloak should not be for getting lots of kills while undetected, but should be for sneaking past the combat. Cloak module should be easily fitted in a logistics dropsuit with a drop uplink; sneaking past enemies to plant a spawn points would be one of the most practical applications for a cloaking module in a team-based game. Quoted for truth |
Cedric Reeg
Zumari Force Projection Caldari State
6
|
Posted - 2012.07.07 11:46:00 -
[163] - Quote
Looking at Covops Frigates/Cruisers and black ops ships I think it's fine enough to translate it to Dust.
Equiping: *VERY skill intensive to train just like for covops ships in EVE. *Only suit capable to use would be the scout suit (a T2 variety) and T2 for the right LAV/HAV/Dropships. *Have it take up a L weapon slot (have the T2 suite have an EXTRA L slot or have it take up the grenade slot and hitting the same button activates/deactivates, can use the weapon charge up time meter as an indicator like the forge gun) [Again in EVE cloaking takes up a weapon slot in ships) <- i'm liking that it takes up and uses the grenade slot the more I think on it *For vehicles add an extra slot to put the cloak in for the T2 varients *Large PG/CPU req. to equip without the T2 suit having a Role bonus as in EVE.
Use: *Cloaking has a cooldown after putting up/taking down. 1 to several seconds based upon what is using the cloak (infantry to vehicles) *No movement/visual distortion (again EVE as the example) *For vehicles, infantry inside your ship are also cloaked while they are inside. *No resource or timers, keep it like EVE cloak. (Yes there are people who afk cloak or just gate watch for intel gathering and don't do much else)
Limitations: *Movement speed penalty unless a Role bonus/skill train is present. (as with Black ops ships, perhaps for Dropships only) *Must decloak manually first before firing your weapon or hacking an objective/structure. *Coming too close to infantry/vehicles/structures you can interact with automatically decloaks you (with the delay) *Using an action/firing your weapon triggers the CD or a multiple of your CD (same as aggression timer to recloak after shooting something in EVE. IE: ganking someone in a Widow or pilgrim) (this prevents a gank going wrong and cheesing it away without consiquence) *For dropships, coming to close to the ground (when the doors on the side of the ship open up) decloaks the dropship. *Infantry leaving the cloaked vehicles suffer the same CD as the vehicle would. (decloaks the vehicle regardless if air or ground perhaps) IE. Infantry hot dropping without the dropship landing suffer an extra penalty to activating the inertia buffer thing.
The point I see a covops infantry is to pick your battles for a gank or just recon/intel gathering. The fact your shields/armor is less then others normally gives other people an edge against you in a stand up fight. As a covops dropsuit you MUST have that first few moments on your terms to win in a fight 1v1, if it fails or you loose momentum in a prolonged fight YOU WILL DIE. Another thing to point out is that a cloaked sniper only has an advantege in fights were the battles don't move from a certain zone, endgame factional and 0.0 fights would move as the fight progresses to finish the objectives. You can have a high K/D ratio but did your team you were fighting on win or not, that is what will get you repeat business BEYOND Team Deathmatch style fighting.
Vehicles reach their potential working as a team or having a team at your back. So they would perform at their best working as a stealth ground/air strike showing up suddenly and laying waste to the enemy then dissapearing. Or stealth airdrop behind enemy lines or at a certain point to where the infantry in the vehicles must wait/work with the pilot or it'll fall short. |
zeropositivo positivo
Villore Sec Ops Gallente Federation
0
|
Posted - 2012.07.07 14:55:00 -
[164] - Quote
what if looking throught the scope would make cloaked things shimmer slightly? This would make it kinda hard to use cloak as an esape tool
|
Billy Pinkerton
Algintal Core Gallente Federation
11
|
Posted - 2012.07.07 19:40:00 -
[165] - Quote
I have played nothing but the scout since I started the beta. I notice no one seems to want firing to be capable while cloaked. As a scout,it seems no matter how good my shields are or how sneaky i am or even how a sniper rifle that supposedly is a miniature rail take two to three shots to kill someone,we scouts still are very meek. Having the ability to prone or a cloak would balance things a bit in my opinion.
As some have said through the thread.
1.Have the cloak use the shield or sidearm slot.
2. De cloak when running and firing weapons with a 3 second cooldown.
3.Not fully invisible, Just refractive camo.
4.Have to train for it.
5.Scout suits only. (I know,its "gotta be usable in all suits")
I think it would help us scouts out alot without "breaking the game" A scout gets breathed on and dies,this would help us survive a lil more and be more useful in the scheme of the game.
Love the game thus far,just tired of being a scout that cant do Scout like things, almost no point in playing a scout.lol. But I will keep playing it,for it is the style I like.
Have a good weekend folks. Billy. |
vidaria airadiv
Zumari Force Projection Caldari State
7
|
Posted - 2012.07.09 01:43:00 -
[166] - Quote
from reading these posts i am inclined to promote that we say yes to dropships. turrets firing or troops dropping should break the effect until stealth can be reestablished. a counter point could be sensor towers that logistic loadouts could plop down, or even a bunker structure? (not sure what kind of buildings we will have our mitts on). naturally it should cost a decent amount for the loadout, high enough in the skilltree that not anyone who has just received there first pilot skill can loadout with it. but not taxing to the point that you couldnt have your choice of turrets, it should still have some flex in stealth builds.
now the reasons i say no to infantry and lav/hav, are that no matter what tech/balance we could come up with, its easier to add them into the game than to take them out. it makes sense to me in this lore that infantry couldn't have a fully operational stealth device as touching the ground would be contact with a surface (and lets face it, less headache for balance issues). lav's i could see a land speeder that doesnt touch the ground, and with a good driver wont touch anything else, that would be pretty easy to add in the future, or now... >.>; the hav though would be a bit more tricky, i don't know what kind of hover tech is available in the lore, so thats something i wont even suggest, but for balance? no stealth please ; ;
there you have it, you can have my opinions but not my freedom!
|
sMoKeY GaNjA
2
|
Posted - 2012.07.09 03:06:00 -
[167] - Quote
i think the cloaking should b strictly on dropships or at at extreme cost to the dropsuit or just not at all. there r enough ppl sitting on rooftops raining missiles from dropships |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.09 04:52:00 -
[168] - Quote
sMoKeY GaNjA wrote:i think the cloaking should b strictly on dropships or at at extreme cost to the dropsuit or just not at all. there r enough ppl sitting on rooftops raining missiles from dropships
Idk how the rocket spam plays in, but the infantry and HAV and Dropships are confirmed to have cloaking.
but again, no cloaked combat. |
Archangel Exodus
8
|
Posted - 2012.07.10 08:24:00 -
[169] - Quote
It's easy, implement a stealth shield extender and recharger giving each dropsuit an option to have a cloak 2.) make a high tech suppressor, or make a line of suppressed weaponry, assault rifles, machine guns, submachine guns, pistols and shotguns, I mean this game is set in the future, should by now to be able to suppress a plasma bullet, laser weaponry though wont have a suppressed or covert line 3.) have the cloak act the same way the shield does, when it gets hit with bullet fire the strength of the shield goes down, until the shield has been depleted, now you have forced out of cloak |
Archangel Exodus
8
|
Posted - 2012.07.10 08:28:00 -
[170] - Quote
Install a timer with the cloak that you can train, and it recharges much slower than the actual Shield, and the stealth shield extender and recharger are slightly more costly in the CPU output. Have dedicated scanners both placeable, like a person said above and active stealth scanners in suits that you can use for a short period of time, something like infrared. Allow all dropsuits to have this ability, because in a covert op, things can go wrong, and usually it's extremely ****** for the one who's trying to be quiet about things |
|
Archangel Exodus
8
|
Posted - 2012.07.10 08:33:00 -
[171] - Quote
So when things do go bad, a stealth ship can drop In a pick him up, or a small team of stealth assault soldiers escort him Out of the hot zone, or a full blown stealth infantry unit, assault guys escorting him Out, heavies providing covering fire on the hillside, and tanks providing a wave of firepower to aid in their retreat and making sure no opposition is getting close, having LAVs ready to pick them Up in case they can't get out on foot, and drop ships escorting the LAVs out of the hot zone |
Archangel Exodus
8
|
Posted - 2012.07.10 08:43:00 -
[172] - Quote
Scouts should be the only one who has the ability to be totally invisble, as their main advantages in battle is surprise, speed, And agility; everytime I've played I've been killed at least once by a scout who sneaks up behind me and lays into my back with gunfire
All other dropsuits should have adaptive camouflage, that changes as the environment changes, it would be great to have this if we had planets that has a snow blizzard going on and you have little visibility, or a planet that's nothing but sand dunes and kicks up sand storms, similar to the ones in MW3, or I wonder if CCP is gonna make up an all water planet with hurricanes and high waves, think of the possibility of water warfare? Like a submarine, etc? Adaptive camouflage would definitely be a plus for all dropsuits across all the planets |
zekina zek
D3LTA FORC3 Orion Empire
108
|
Posted - 2012.07.10 08:44:00 -
[173] - Quote
i feel if you give cloaking to infantry it should be an equipment item, movement wears it off, and it only lasts for a little while, higher level cloaks should allow you to move a small distance, or last longer, or have more uses. as an example.
If you use a special Covert ops Dropsuit it should have differnt types. new skill books to possibly add covert ops covert heavy dropsuit - for covert AA forge guns / swarm launchers. - think Stealthbombers from eve. covert scout dropsuit - for covert sniping. - Think Covert scanner ships from eve. covert logistics dropsuit - for covert uplinks, covert nanohives, and covert shields, which can create bubbles of cloak for friendly units that do not have cloak. - think black ops battle ship from eve. covert pilot dropsuit - for covert drop ship piloting. covert assault dropsuit - think cloaky t3 cruisers. :D .
covert drop uplink - all covert dropsuits can go through here. reason to use it is because you come in stealthed up and the uplink itself has a stealthing mechanism.
covert nanohive - a hidden stash of ammo on the battlefield your covert heavy AV and covert scout snipers can use to maintain stealth.
lvl 1 cloak low PG use high CPU use. CPU use goes down slightly with each levl. 1 time use, cannot be used within certain range of capture items, must be 30 meters from enemy units, and only lasts for 10 seconds. Put this in Militia gear and people can start using it to avoid being seen as an enemy dropship cruises by.
lvl 2 cloak 2 uses. 15 seconds long. can move 10 feet. range to objectives/units is 25 meters closer.
lvl 3 cloak 3 uses 18 seconds long. can move 15 feet can be used within 20 meters of enemy units.
lvl 4 cloak 4 uses. 20 seconds long. can move 20 feet. can be within 15 meters of units / objectives. |
Archangel Exodus
8
|
Posted - 2012.07.10 08:46:00 -
[174] - Quote
I mean CCP is 3/4 of the way there in terms of warefare, they have space, aerial, and ground....why not water an underwater? |
zekina zek
D3LTA FORC3 Orion Empire
108
|
Posted - 2012.07.10 08:48:00 -
[175] - Quote
Level 5 Electronics is required for Cloaking skill in Eve Online. same should apply in Dust. |
zekina zek
D3LTA FORC3 Orion Empire
108
|
Posted - 2012.07.10 08:51:00 -
[176] - Quote
Archangel Exodus wrote:I mean CCP is 3/4 of the way there in terms of warefare, they have space, aerial, and ground....why not water an underwater?
there are many ocean planets in the eve universe.
actually the planet types are these.
Barren - looked like last builds planet. and current build also looks like this. Storm Ice Lava Gas Oceanic *** Temperate Plasma
http://eveplanets.com/
|
Archangel Exodus
8
|
Posted - 2012.07.10 08:52:00 -
[177] - Quote
I like that, but it seems detrimental to fully specialized scouts, I'm all for balancing this game out, I mean they are the least armored dropsuit, they need something they can brag about that no other dropsuit has; heavy dropsuits they are like walking tanks, assault dropsuits, we have the upgrade in balance and ability to change at a moments notice, scouts, what do they have? Speed? Mobility?? Sounds a little too lopsided there...and I'm speaking for them because I've been lucky to have been on a team with a few VERY talented snipers, and my ass has been obilvious to the enemy that's coming behind me and they kill them just as I'm turning around, they had the drop on me but they saved my ass, give them the ability for a full on cloak CCP |
Archangel Exodus
8
|
Posted - 2012.07.10 08:56:00 -
[178] - Quote
Oh yeah? I'm new to EVE online, still trying to learn as much as I can from the EVE players, in fact I don't know why there is such a hate for them; I respect them that they've been playing for a while, and if they can throw me some decent SP and ISK my way and before that give me some info on the EVE universe, all I can say is a sincere thank you for the help, as I'm always on the forums looking for new info. But thank you for that info on planets, so yeah that does open up a whole ton of possibilities for warfare. |
Archangel Exodus
8
|
Posted - 2012.07.10 09:04:00 -
[179] - Quote
Yes most definitely, this skill is going to be incredibly specialized and should be treated as such, I agree for the level 5 attribute for cloaking, but idk, I think scouts should have a slight level up on that one compared to all other dropsuit types, it's just they can be quite useful on the battlefield, but it's their ability to not get noticed is their best asset, and I think in terms of balancing they should have a leg up on all other dropsuit types in terms of cloaking, they can't be infantry, they cant be in a prolonged gunfight, even with upgraded armor, they can be support as snipers and intel gathering, assasinations, demolitions expert, a definite yes, but they can't take the battle head on as other dropsuits can, and that's not a bad thing, they just have to approach the battle on a different set of terms |
Archangel Exodus
8
|
Posted - 2012.07.10 09:09:00 -
[180] - Quote
I agree also if CCP doesn't add a stealth module as an equipment item, then I can see a dedicated stealth line of dropsuits, I just hope that they don't take away any armor from the heavy,assault, or logistics dropsuits, I dont know about you guys, but I surely would give up speed instead of armor for the ability to use a cloak |
|
Van Rydell
2
|
Posted - 2012.07.10 09:23:00 -
[181] - Quote
Now i'm not really an expert on EVE or the cloaking in EVE for that matter. But i'd like to through my two cents out there.
From what i gather in EVE your cloak dispells when you get to close to something. Points have been made about contact with the ground but that gave me an idea.
What if we imagined cloaks as a bubble? or Shell maybe. As if Cloaks made an area of affect around the player. Naturally this would only affect the player that is utilizing the cloak. Instead of seeing a blurry outline of a "Figure" ,like in the Mass Effect games and the like, we saw an area of space that had some animation that made it unordinary, such as a spark every couple of seconds to add to the fact that the shield suffers a distortion when in contact with an object.
Now i don't beleive contact with the ground should be an issue in DUST. But i do beleive proximity to objects (such as bunkers, suplly depots, cap-points, or cover) which would make the bubble more unstable and cause it to be more easily seen, making it so players had to be very aware of their surroundings while cloaked.
The Energy emitted from firing a weapon should distablize the Shield immeadiatly as should coming into contact with the above examples of terrain. HOWEVER i do think that cloaked Knifing should be implemented. Due to the bubbles range swinging or stabbing with a knife shouldn't affect the cloak all that much. But since knifing someone requires a close quarters proximity the shield would distabilize completely upon a successful knifing atempt. I beleive this would add some self defense to the Cloaking Scouts while limiting them at the same time since they have to be careful not to touch an outside source while following a target since in this example a complete distablizing of the cloak would cause you to be detected on enemy radars.
I do not think cloakers should be "unable" to fire while cloaked. they should at the very least have the option. just make it unpractical. My initial thought was to remove the aiming retical completely while cloacked but that would make it hard to just tell where exactly your looking at. now i'm thinking give cloakers something like the retical that HMG and Shotgun users get with no ability to scope so that they have to get VERY close (but not extremely close as is with knifing) to a target in order to ensure a successful kill.
Anyway these are my thoughts. sorry for the long post. |
carl von oppenheimer
Crux Special Tasks Group Gallente Federation
158
|
Posted - 2012.07.10 11:13:00 -
[182] - Quote
Well it could be similar to what they had in predator which is ripples and stuff or just simply that you will not be visible on enemy radar as long as you have the cloak, that alone would make you pretty much invisible most of the time. |
Riggs Tank
Bragian Order Amarr Empire
25
|
Posted - 2012.07.10 15:56:00 -
[183] - Quote
cloaking tech must have some sort of power needed to inable the cloak... maybe cloaking suit should be a whole seperate dropsuit type. very low armor/shield and slow movement. |
Azura dark
31
|
Posted - 2012.07.10 16:03:00 -
[184] - Quote
covert dropsuit, with built in capacitor , each improved tier of dropsuit, standard,advanced ,prototype has a bigger capacitor. the bigger the capacitor obviously the longer you could stay cloaked for. could be its own class . movement speed between that of the scout and assault , has 1 equipment slot and only has a sidearm slot , just an idea |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.07.10 16:15:00 -
[185] - Quote
Forums Veteran wrote: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
Bringing this back to the discussion since people think timers would bring balance. No, that would just encourage the gameplay that you are trying to nerf with a timer. Same thing for movement penalties (as in moving makes it weaker, distinct from move speed penalties).
Furthermore reminding people that this is not going to be scout exclusive. In fact, the best platform would likely be an assault package. We are getting cloaks all the way up to tanks, so balance should not revolve around making fast faster (scout suits with a timed cloak is just a mobility buff). |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.07.10 20:25:00 -
[186] - Quote
The scout suit refers to active camo in the description. So, the EvE universe has cloaking and active camo. Perhaps there could be two module types to pick from.
just listing EvE cloak penalties for reference lv1: movement -90%, 30sec to fire, -50%scan resolution lv2: movement -75%, 20sec to fire, -40%scan resolution covert ops: movement -0%, 10sec to fire, -0%scan resolution Decloak if in 2km of object, can't warp, fire, reload weapons, use modules, interact with anything The cloaking skill is 6x skill that lowers targeting delay 10%, covert ops skill has huge cpu, ships ment to use it reduce its cpu by 96-100%. some of the weaker, for size, ships remove the targeting delay.
So, to translate this to Dust, lv1: movement -90%, -40% accuracy, -50%scan resolution, weapon must be reloaded after decloaking* lv2: movement -75%, -25% accuracy*, -40%scan resolution, weapon must be reloaded after decloaking* covert ops: movement -0%, -10% accuracy*, -0%scan resolution, weapon must be reloaded after decloaking* *The scan resolution affects target lock time in eve and and would add to time delay before firing. decloak if in X metres of dropsuite(even friendly), hackable object, vehicle, or nanohive/droplink.
Cloaking allows running, but drains shield and stamina. The run speed is greatly reduced by the active cloak, and doesn't drain while stationary. So, the the lighter suits with faster speed and faster shield recharge would cover more ground. A shield tank would allow faster movement while cloaked, but need to stop to recharge shield before decloaking. Can only activate cloak with full shields, and out of vision of all non-cloaked enemies. The lv 1 and 2 cloaks would take a light weapon slot, and the covert ops would take equipment slots.
So, the cloak would be a utility item that hurts combat ability greatly, unless on expensive specialist suits. still useful for scouting, sneaking behind enemy for hacking, limited ambush/camping due to penalties, or logistics hiding from enemy. Most campers would not use it, but some would. main camping/ ambush would probably involve placing remote explosives and cloaking nearby till someone gets in range. Covert ops capable suits could still fight, but have less tank then similar non-stealth suits.
Have optical camo be another module/skill for scouts and covert ops capable suits. The blur/transparency should reduce with both speed and distance. Take up a light weapon slot, since it could be used in combat and would allow option to specialist fit of having cloak and optical camo(at high opportunity cost to potential tank/gank). maybe have a equipment slot version available at lv4.
One of the dropships is meant to be anti-stealth, active scanners listed in market will probably counter stealth, scouts could have as standard short range decloak(maybe cloaks only work like optical camo when seen by scout?), and anti stealth modules/equipment could be added.
for skills I say, electronics lv5 and dropsuit operation lv5 needed for cloaking and optical camo skills, covert needs level 4 or 5 cloaking to use. A skill that reduces detection by sensors requiring dropsuit and electronics lv5 would also be nice(sensor evasion skill?).
Another module option for stealth types would be an iff jammer(requiring sensor evasion skill), in the middle of a group of enemies taking away the iff could make enemies shoot each other or be very hesitant to fire. should probably be light weapon slot, to prevent combining with stealth to easily and make it require trading some firepower gaining extra protection.
|
Archangel Exodus
8
|
Posted - 2012.07.11 07:19:00 -
[187] - Quote
Guys they are gonna make countermeasures for the cloak modules so I doubt it will be a big advantage, my only guess at it is only if you don't spot them before they cloak, and don't pay attention to your countermeasures when then your SOTL. |
Specter Dog
Osmon Surveillance Caldari State
2
|
Posted - 2012.07.15 03:13:00 -
[188] - Quote
the cloak should be part of the scout suit. the cloak should make you completely invisible while standing still. slightly less when crouch walking and off during normal movement, sprinting and shooting. it should not reduce movement speed or accuracy. the cloak should run off a power source like stamina or shields. it would also be good if knifing got a damage boost |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.25 21:46:00 -
[189] - Quote
I don't understand why people favor a cloak that only works while standing still. This will lead to overpowered campers and snipers. It would be much more useful the other way around: it should ONLY WORK WHILE MOVING, and you should become more visible when you slow down, and get fully visible when you stop moving. Why? Because someone sneaking past enemies and getting to objectives and setting down drop uplinks is FAR more useful than an invisible camper or a sniper. To balance it, you should not be able to hold a gun while cloaked, and any melee should disable the cloaking until a cooldown time has passed.
Invisible snipers and campers is NOT the way to go. |
Lord Sedto
Amarr Templars Amarr Empire
25
|
Posted - 2012.07.25 22:17:00 -
[190] - Quote
I see the advantage and disadvantage for cloaking, say a sniper finds a good spot and cloaks. While in cloak he is undetectable and can take there time targeting and getting ready for that perfect shot, however once they open fire they loose the cloak for x amount of time and only the timer would countdown once they stop shooting. If your sniping then you normally would get in a spot and wait kinda boring but serves a purpose. having limited space for example a cloak might hamper you to only having one weapon slot only, and cpu and processor usage would be incredibly high so you wouldn't be able to equip a lot of stuff. |
|
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
|
Posted - 2012.07.25 22:41:00 -
[191] - Quote
I have a feeling that cloaks will be celebrated (if implemented) simply because it will allow people to escape being redlined so easily.
If it can indeed be put on anything, a Logi suit carrying nothing but Droplinks and a cloak would be bliss. |
XBARTX99
WarRavens
11
|
Posted - 2012.07.26 02:31:00 -
[192] - Quote
i personal think a mostly adaptive camouflage suit would be much preferable to have any cloak ability for infantry over 80% of suit would match ground and build textures around it (this was int in metal gear solid 4) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.28 21:16:00 -
[193] - Quote
Xocoyol Zaraoul wrote:I have a feeling that cloaks will be celebrated (if implemented) simply because it will allow people to escape being redlined so easily.
If it can indeed be put on anything, a Logi suit carrying nothing but Droplinks and a cloak would be bliss.
Hopefully the cloak will allow for running instead of those "you are visible if you move" kind of cloaks, otherwise it will be kind of useless in those situations. |
DrunkMonk 1
Walmart Brand Mercenaries
26
|
Posted - 2012.07.28 22:54:00 -
[194] - Quote
Forums Veteran wrote:As most of you may know, CCP appear to have been mulling over how to implement Cloaking into DUST. The technology exists in EVE, and almost any ship can fit the most basic cloaking device, but in the case of non-cloaky ships, you have to sacrifice quite a lot in order to fit it, including time to acquire a target, overall speed, and the inability to warp... However, if you are flying a covert-ops ship, you are able to not only warp while cloaked, but you don't take the hit to targeting speed etc.
So my suggestion?
Make it so only a special type of "covert ops" Dropsuit has a cloaking device, and just build it into the suit---[edit] Disregard the underlined statement---. The problem with this suit would be, even at the prototype level, with all the support skills, you'd still only be able to fit a sidearm-class weapon, and very little tank, but they would have a larger-than-average stamina bar. You'd basically be strictly for running behind enemy lines, and either capturing objectives, or feeding intel on enemy positions.
If they allow any suit to cloak, they better make it so they can't load out with any weapons or something, lol, because if not, prepare for surprise sodomy by swarm launchers, forge guns, etc.
In fact, I would be fine if they didn't even include cloaking all together, with the excuse that it works for ships, but the limited space in drop suits makes it infeasible. My suggestion: dont put cloaking in the game |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.07.29 06:00:00 -
[195] - Quote
I'm thinking that cloaks would be something that would be extremely useful for command suit users. So you'd be unable to attack. No problem. You can still call in installations can direct other players without worrying about being shot while you're in map view doing something fiddly.
To the Devs I say: Make invisibility a module, but make it take so much power you can't fit any weapons (or only a scrambler pistol). Make it so we can't attack while cloaked. These are all good ideas but also allow us to have full use of our radar and other command/recon abilities. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.07 12:09:00 -
[196] - Quote
KAGEHOSHI Horned Wolf wrote:I don't understand why people favor a cloak that only works while standing still. This will lead to overpowered campers and snipers. It would be much more useful the other way around: it should ONLY WORK WHILE MOVING, and you should become more visible when you slow down, and get fully visible when you stop moving. Why? Because someone sneaking past enemies and getting to objectives and setting down drop uplinks is FAR more useful than an invisible camper or a sniper. To balance it, you should not be able to hold a gun while cloaked, and any melee should disable the cloaking until a cooldown time has passed.
Invisible snipers and campers is NOT the way to go.
I would like to add: Cloaking should be an equipment module requiring a moderate amount of skills to use, and different grades of the cloak module (standard, advanced, and prototype) should have progressively better cloak duration, and levels of invisibility; for example standard cloak modules should only have 10 seconds of cloaking before the cool down, have a strong refraction effect that gives them away to those who pay attention, but the refraction effect should be much less in higher grade cloak modules, and prototype cloak modules would be able to be invisible for 20 seconds before having to cool down. There should also be different variants each with varying strong points and weaknesses.
Chevrons (the symbol over a player's head) should not appear on a cloaked player, even if his cloak is unconvincing visually.
Weapons (even knife) should not be usable at all until cloak is disabled. I don't mean once you fire or knife that the cloak turns off, I mean you can't fire or knife at all until you turn off the cloak, or until it has to cool down.
Cloak disabling should make a electrical discharge sound. This would give observant players a chance of spotting a newly de-cloaked enemy who is about to knife them in the back.
Cloaking should be meant for avoiding combat, not getting stealth kills.
There should be deployable equipment designed to locate enemies, and higher levels of this equipment should spot cloaked players at a certain proximity. I think there is an equipment listed in the store (though not currently in the game) that might fit this.
Cloak should be more easily fitted in a logistics dropsuit compared to other slot; they have lots of PG/CPU, and cloaking would be great for avoiding combat for the sake of supporting others (like sneaking past enemies to place a drop uplink).
Can't really think of more right now. |
Oswald Banecroft II
Zumari Force Projection Caldari State
10
|
Posted - 2012.08.07 12:31:00 -
[197] - Quote
Did not read the whole thread so if I say something that has already been addressed or suggested I apologize in advance.
Cloaking... I think only vehicles should be able to truly cloak, it should be a module they have to activate, and they should be unable to attack while cloaked. To attack they need to deactivate the module, or (instead), if you are the driver of a vehicle that can attack doing so will uncloak you, and also reduce your speed for X amount of time because you did not deactivate the module first. If the driver leaves the vehicle it should decloak, if it receives enough damage while cloaked it should decloak, and if it is a dropship and gets to close to the ground it should decloak as well. While cloaked the vehicle should be unable to repair itself and people should be unable to spawn on it should it be equipped with the proper module to allow them to spawn on it in the first place, of course. Turret gunners would have to wait to fire until the driver does something to decloak the vehicle.
For infantry I think it should be more like camouflage, like the Predator. If standing still they are virtually invisible, but start moving and there is a distinct blur. If they open fire the cloak should drop for X amount of time. Yes, it should also be a module that requires activation and should also reduce movement speed while it is active. Deactivating the cloak/firing to drop cloak, should show up on the minimap as a flashy blip as well.
A duration could be added, but there isn't one in EVE... So... *shrugs*
Those are my thoughts on the matter, my two-shiny cents. |
The Robot Devil
45
|
Posted - 2012.08.07 13:09:00 -
[198] - Quote
CCP has it correct in EVE and it should carry over into DUST the same way. The same kind of skill sets and penalties, I love my cloak on my ship but it is useless unless you plan for it. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.05 01:26:00 -
[199] - Quote
Posting to help develop the cloaking ideas |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.05 01:29:00 -
[200] - Quote
I like the idea of an unlimited cloak such as in EVE, but also with the caveats of say, being unable to sprint and requiring that you switch away from your weapons such that there is a delay after de-cloaking before he can re-engage. |
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crazy space
ZionTCD Legacy Rising
879
|
Posted - 2012.09.05 01:35:00 -
[201] - Quote
Forums Veteran wrote:Just a quick thought but what if using a cloak dropped your shield to 0 and had a steady stamina drain to limit cloaked time? Once the cloak is dropped your shields begin to regenerate. Any actions would cause the cloak to drop like firing a weapon for example. Any direct or splash damage would also cause the shield to drop. This would cause any cloaked player to think twice before trying to sneak up and attack because once you fire that first shot you're position is known and you're not very well protected.
to add to this
While moving add an effect to make it possible to see, SC2 pulls this off well. you can see cloaks but it's easy to miss if your not good at the game yet. Making detection skill based in someway.
oh but right to add directly to your idea, only special dropsuits should get to fire while in cloak. What I mean is, in eve if your not CovertOps, you need to drop cloak and wait like 3-4 seconds before you can fire. I think if dust had a 2 second delay, combines with suits without said delay it would work well.
Also instead of dropping shields to zero, how about instead your shields are turned off, untill 2 seconds after you come out of cloak. Then it pops right back to full. But the shields are down, so you can killed easily if someone sees your shimmer. |
Billi Gene
Tronhadar Free Guard Minmatar Republic
130
|
Posted - 2012.09.05 04:47:00 -
[202] - Quote
cloaking Equipment:
30PG 65CPU -20% movement cloak device must be held and "fired" once to activate, changing to a weapon cancels the cloak field. Cloaking field takes 15 seconds to recycle before it can be re-applied after cancelation.
cloaked mercs will be unable to see enemy player chevrons or enemy installation markers around them, unless that enemy was spotted by another player or friendly installation.
the cloaking field does not extend around the feet of the cloaked merc, as contact with anything breaks the field. The faster the cloaked merc travels the higher this uncloaked portion will ride. A sprinting merc in a cloak field will have his feet up to just under his knees visible. A stationary Merc will be nigh invisible, with just the barest distortion visible where his feet rest on the ground.
//just an idea. .. -it should be that PG /CPU cost limits weapon/module choice
-movement is taxed, and that spotting a cloaked suit should not but impossible, but rather improbable.
-contact breaking the field maintains EVE physics, the fact that sprint is allowed is not unusual...cloaked ships in EVE travel the vacuum at speeds greater then achievable planet side, a planets atmosphere might mess with the field a bit, but mercs don't travel in multiples of 1000km/h.
-the cloaking field will not mess with communications but will mess with targeting systems, hence the ability to see other peoples spotted targets but not to be able to spot your own (chevrons). Perhaps proto stealth suits might not have this and other disadvantages, but should still have some limitations of weapon vs mods load out.
-these limitations would make it so any suit other then the equipment slot-less heavies could feasibly have stealth variants, but that Logi suits would suffer the least being as they have multiple equipment slots, and higher PG/CPU then other suit types.
0.02isk |
madd mudd
41
|
Posted - 2012.09.05 05:35:00 -
[203] - Quote
What about an equipment item that deploys a cloak wall that is interrupted and then destroyed via damage. One wouldn't be able to shoot right through it from either side. |
The Robot Devil
45
|
Posted - 2012.09.05 10:13:00 -
[204] - Quote
Forums Veteran wrote:i'd like to see scouts and logistics able to use cloak myself. atm scouts don't seem to have to much going for them ( i mean we all hate bunny hopping, but is that really something to build a suit around?) and logis are the one thing you'd wanna hide, right? cloaking isn't just for infiltrating, it could be a defensive tool.
but i do see an issue with how to balance it... i almost feel like... if you made the cloak a "weapon" that took up a light weapon slot, that might do it?
a cloaked logi would be weaponless. a cloaked scout, assault, or heavy would be restricted to sidearm only.
you could even make it so that the cloak only functions while the weapon is drawn to mitigate combat abuse, OR make it so it only functions while the trigger is being held, using up "ammo" in the form of a charge. a larger suit would need more effort on the part of the module to stay cloaked, so a heavy might get a few seconds out of what could keep a scout cloaked for much longer.
you definitely do need some way to BALANCE it amongst the different suits, but i dunno if you need to completely restrict it to one suit type.
Cloaks take up a high power slot (a weapon slot) in EVE. I like my cloak on EVE but I only use it when exploring so I don't get blown up as fast. |
Kai Onslot II
Eightfold Arrow Shadow Naval Alliance
6
|
Posted - 2012.09.05 14:11:00 -
[205] - Quote
Forums Veteran wrote:https://forums.dust514.com/default.aspx?g=posts&m=115498#post115498 Nova Knife wrote:
In my opinion, Killzone 3 had the best use of cloaking technology in any shooter. It wasn't so much a cloak, as it was incredibly good camoflage. You were not totally invisible, just very easy to miss by someone quickly looking around. This is what the infantry and ground vehicles could get, even if dropships get actual cloaks. The more quickly the move, the less effective the cloak becomes, and moving at full speed the cloak becomes so distorted that you actually stand out more than you would if you were uncamoflaged.
I think as far as infantry are concerned, I do not think they should be able to turn completely invisible, ever. Like said in an above post, it simply promotes camping and hiding, like a prone mechanic and are quite frankly boring and ruin shooting games. They should not go so far as to be unable to move with the cloak active, perhaps moving crouched makes it a bit less effective but I am of the mind you should always be able to at least see some measure of visual distortion even if the cloak is operating at full effect. I agree there should be a timer, maybe 30-60s with better modules and/or skills to increase that or decrease the visual anomaly slightly when moving.
As far as the force recon dropships go, I would be in favor of a full blown cloak so long as the cloak completely disabled the turrets, had a timer of a minute or two before it ran out, and disabled upon any collision with any surface.
Might I add something to the idea of cloak for the drop suits. I have seen in many of the MMO and FPS that I have run and beta tested. That the Idea of camo was put on your sniping class only. and that once they move it is gone and only offered in the Prone to kneeling position. That would be an idea for you to run with "if" you wanted to incorporate camp into dust.
one idea I had for it as well : like in eve with our training for I.E. certian weapons. you tend to lose power and cpu usage. What about adding this to the set up with snipers. I there are some book that yes drop it but. what about adding a few books in for the camo that would drop it even more. Just a thought . |
pew pew youredead
What The French
98
|
Posted - 2012.09.05 17:03:00 -
[206] - Quote
The Robot Devil wrote:
Cloaks take up a high power slot (a weapon slot) in EVE. I like my cloak on EVE but I only use it when exploring so I don't get blown up as fast.
NO high power slot does not equate a weapon slot. you have turrets and launcher slots and they are both high slots but every high slot is not a weapon slot, check out how many high slot a stealth bomber has and how many launcher hardpoints.
5 highs, 3 launcher hardpoints. 1 High for cloak, another for bomb launcher and the rest is siege launchers....
so for the love of god, don't request a weapon limitation factor for the cloak...... in EVE the Stealth bomber is a frigate (the smallest ship class) and it has weapons designed to be on Battleships (the biggest sub-capital vessel class) but i has no tank at all. sneeze on it and it dies
|
Corban Lahnder
ZionTCD Legacy Rising
158
|
Posted - 2012.09.05 17:30:00 -
[207] - Quote
The only way a non passive cloak could work would have it consume an equipment slot. I do think you should be able to switch to another weapon. However any sort of damage or bumping into players or vehicles, or fall damage, or use of one of your own weapons or equipment deactivate the field. If only for a short time. |
ThreeXB
ZionTCD Legacy Rising
7
|
Posted - 2012.09.05 17:34:00 -
[208] - Quote
Forums Veteran wrote:TEXKO wrote:Snipers should only have cloaking. anybody can use a sniper rifle
scout dropsuits in description talks about ability to cloak |
Kai Onslot II
Eightfold Arrow Shadow Naval Alliance
6
|
Posted - 2012.09.05 20:04:00 -
[209] - Quote
You see there is one thing that it should have is this. do not allow every class to use it make a Specific training listing for it that has to be in a set. Kinda like the Black ops Vehicles you have to have a set training to get it. So if we put on a specific patteren for the training I.E. Sniper only and black ops only
|
Bootbaghandle
Algintal Core Gallente Federation
6
|
Posted - 2012.09.06 03:01:00 -
[210] - Quote
I've said this in the past and I'll say this again: cloaking anything in this game will just lead to a surge of people who will only use cloaking devices. It just has bad idea written all over it and will in the end just lead to people abusing the sh!t out of it. Go ahead and say what you want to defend it, but what I've said will eventually come to pass if they allow cloaking in the game... |
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BestNameEva
Royal Uhlans Amarr Empire
86
|
Posted - 2012.09.06 03:24:00 -
[211] - Quote
I thought it would be for vehicles. dropsuits sounds a bit OP |
Kai Onslot II
Eightfold Arrow Shadow Naval Alliance
6
|
Posted - 2012.09.06 12:56:00 -
[212] - Quote
I am not saying cloaking that means you can us it all the time. What I am saying is put into play a Camo system one that once you move or time runs out you are out in the open. and the higher the sensor training the more chance you run into of being spotted. not one that is indefinite of not one that you can never be spotted. Lets take it like this a sniper in the real world take a chance of getting spotted any time. Same goes of a black ops as well. In a game environment I feel the same rules would follow. A sniper/black ops moves you are out in the open. In Eve there is a chance to be spotted by sensor ships. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.10 00:16:00 -
[213] - Quote
bumping for a friend, also many great ideas here that need to be expanded on for the devs to look at. |
lycan MUT
Blazed Nomadz
2
|
Posted - 2012.09.10 14:28:00 -
[214] - Quote
i feel like any dropsuit should be able to cloak an hide its by that players personal choice that they want to become ninja because as of right now there needs to be a way that you can disappear from the radar or hide yourself because its to easy to find people but just as simple as it is to cloak there needs to be counter measures to stop cloaking like emp greandes or something of that nature that will nullify the cloaking |
RHYTHMIK Designs
BetaMax.
50
|
Posted - 2012.09.11 00:02:00 -
[215] - Quote
http://www.youtube.com/watch?v=WEQA1Nkusc8
I would like to see some thing like this (if you don't know by now, I'm a huge LP fan)....and the video only shows the primary function....it you activate its secondary function where it creates a temporary bubble that makes you and anyone inside invisible but the radius is only big enough for 2 or 3 people, so it limits your area of movement. If people still think it will be too OP give it overheat mechanism, but it wasn't OP in LP. |
Jona Graves
R.I.f.t
13
|
Posted - 2012.09.11 00:42:00 -
[216] - Quote
ok most of you guys have it right for the cloaking device which should be implemented into DUST.
here are the points that make sense and should be considered, in m opinion
- becoming more visible as you move based on speed and cloak strength( such as blurring outlines or something when moving quickly) - taking damage causing cloak to fail - cloak taking shield strength to stay active -cloaking should be a equipment piece -shooting causes De-cloak and charging weapons(forge guns, swarm launchers, etc) make you partly visible due to weapon effect( forge guns ball of lightning) -proximity to objects or people causing De-cloak -certain suit types gaining bonuses ( scout, command, etc) to functionality -skills having effect on duration and speed of device - include it for vehicles and have same effects for the tank and dropship(logistics)
and i think thats about it....now when you guys are finished squawking over this ill be back to talk about jump jets/ jetpacks
UP UP AND KITTENS AWAY!!! |
Shadow's Fist
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.09.11 03:04:00 -
[217] - Quote
I'm sure this has already been suggested, but why not just make it active camo + "Ghost Pro"? In a nutshell, you would just make the character physically hard to see and eliminate his electronic signature. If you wanted to nerf the dropsuit further, you could restrict usage of electronic devices such as shields and armor repairers that would make a detectable electronic signature.
So in a cloaky suit, you would be harder to find, but you would have no ability to regenerate the few hitpoints you have. Effective for sneaking around, but you sure as hell wouldn't want to stand toe to toe against anyone. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.11 04:19:00 -
[218] - Quote
Shadow's Fist wrote:I'm sure this has already been suggested, but why not just make it active camo + "Ghost Pro"? In a nutshell, you would just make the character physically hard to see and eliminate his electronic signature. If you wanted to nerf the dropsuit further, you could restrict usage of electronic devices such as shields and armor repairers that would make a detectable electronic signature.
So in a cloaky suit, you would be harder to find, but you would have no ability to regenerate the few hitpoints you have. Effective for sneaking around, but you sure as hell wouldn't want to stand toe to toe against anyone. Ah, that's something I forgot to mention in my own post. Any means of HP regeneration or other active module should be disabled while cloaked just like in EVE. |
vV1RLVv1ND
0
|
Posted - 2012.09.11 04:46:00 -
[219] - Quote
just throwing it out there, how about:
a) If you cloak you can only carry a knife as a weapon.
b) As others mentioned, the cloak could take up/block all or one of the regular weapon slots. So that might leave only a sidearm for some stealthed soldiers, or a respectable secondary weapon for heavies.
c) to counter cloaks, offer flares or some active electronic jammer that you can throw down on the ground like a grenade [put in the grenade fitting slot]. For some radius around the flares/jammers a cloak will deactivate so defenders can protect areas from cloaked soldiers. The flares/jammers would last a while, but eventually time out, requireing them to be refreshed by defenders.
|
Barnabas Wrex
Tritan-Industries Legacy Rising
149
|
Posted - 2012.09.11 05:04:00 -
[220] - Quote
Just make it so the red dot on the map and on screen from distance goes away.... Like the sensor jammer in MAG.
Easy peazy. |
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Bootbaghandle
Algintal Core Gallente Federation
6
|
Posted - 2012.09.11 06:34:00 -
[221] - Quote
Barnabas Wrex wrote:Just make it so the red dot on the map and on screen from distance goes away.... Like the sensor jammer in MAG.
Easy peazy.
This... |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.09.11 06:40:00 -
[222] - Quote
Cloaking should give the user no shields; when they run its fuzzy and becomes visible; it makes a sound while activated; on firing it dissipates for a moment.
That sound realistic? I don't think it should be a moment cloak; once activated you stay cloaked. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.28 05:02:00 -
[223] - Quote
Bumping for more cloaking discussion while CCP looks into it |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.28 05:16:00 -
[224] - Quote
I still don't get why people are in favor of cloaks working best while not moving, and cloaks failing when moving. Will leader to a Killzone3 level campfest. Most of the applications of cloaking that benefit the team can't be acheived by standing still. Should be mostt effective while moving, and fail while standing still; would prevent camping. |
Ieukoplast
Osmon Surveillance Caldari State
169
|
Posted - 2012.09.28 07:48:00 -
[225] - Quote
My first instinctual reaction to the question of "How should CCP handle cloaking" is DON'T.
I will admit, however, that it would be pretty neat. If implemented the player would have to sacrifice a LOT in order to not be OP and abused. I mean think about it, the ability to be invisible, this is just about every FPS players wet dream come true. And by sacrifice I don't mean make it proto only, as that would simply give the top-tier players the capability to do it, and that would be NOT GOOD.
Not exactly sure how it could be regulated, but I do know from my experience with Killzone 2 is that cloaking, if done right, can be balanced and not OP.
Things to consider:
- Will they show up on radar even if cloaked?
- Movement penalties? Perhaps doing a slow walk they can remain fully cloaked, but if they walk quickly or run, the cloak "distorts" making them somewhat or completely visible.
- Counters? One major balancing factor with cloaking is the ability to counter it. Meaning you should be able to equip a special device which nullifies a users cloak completely. - Secondary counter - Maybe even some skill/device that allows you to "paint" a cloaked enemy for your team/squad to see.
- Will their cloak temporarily distort when they are hit with bullets/damage?
- Will the cloak distort/turn off when they fire a weapon? What about when they get a kill? In KZ2, a kill automatically shut down the cloak until it was recharged. Firing caused a distorted fuzziness, making them slightly visible temporarily.
Cloaking is a pretty tough subject, especially when it comes to FPS online games. |
Tyas Borg
Osmon Surveillance Caldari State
112
|
Posted - 2012.09.28 11:37:00 -
[226] - Quote
Planetside's counter to cloaking was something called Dark Light vision allowing you to see cloakers when enabled.
I feel a module that did this would be pretty balanced if you brought in the changes Leuko suggested
Firing also broke the cloak completely. |
STB Vermaak Doe
558
|
Posted - 2012.09.28 11:49:00 -
[227] - Quote
Handle it like Eve.
Movement penalty
Can't aim or fire
High sig radius messes it up
Nuff SaidGäó |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.09.28 15:11:00 -
[228] - Quote
Not sure how cloaking will work for this game but I think I've seen enough battles with it on Crysis 2. xD |
D3aTH D3alER54
The Southern Legion
130
|
Posted - 2012.09.28 21:47:00 -
[229] - Quote
Alldin Kan wrote:Not sure how cloaking will work for this game but I think I've seen enough battles with it on Crysis 2. xD
It's one of the reasons why i bought that game, who doesn't want to go invisible?! |
bavis denson
Villore Sec Ops Gallente Federation
19
|
Posted - 2012.09.28 22:17:00 -
[230] - Quote
Why don't they make the cloaks like in fallout where when you move the shield sort of shimmers around you and when you stand still it is sort of distorted but it is easy to look over. |
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Xander Mercy
SVER True Blood Unclaimed.
91
|
Posted - 2012.09.29 00:45:00 -
[231] - Quote
maybe for scout class only and they have to be still or move slowly or it goes away
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.16 06:21:00 -
[232] - Quote
If using or firing or killing with a gun disables cloaking, then using or killing with the Nova Knives should NOT disable cloaking. If guns can't be used at all while cloak is active, then using the Nova Knives should be possible while cloak is active.
Nova Knives need a big advantage to make them useful (currently a cheap militia shotgun performs their job better, and with less limitations), and stealth can be that advantage. |
WHz DS9899
Doomheim
136
|
Posted - 2012.10.16 10:44:00 -
[233] - Quote
My opinion on the cloak:
If you shoot a gun, you get uncloaked
If you somehow get shot, you disable your cloak
knifing, and any melee doesn't disable your cloak
depending on your dropsuit, It could last longer, or shorter (scout would last longest, logi would be second, assault third, heavy fourth
It could be a active mod, like on the tanks and such (btw, there needs to be active mods for dropsiuts, like sheild and armor healers, and hardners, the cloak, and more.). |
Michael Cratar
Red and Silver Hand Amarr Empire
179
|
Posted - 2012.10.16 14:20:00 -
[234] - Quote
When cloaked your shields are drained because it will need a lot of power to function and your shield power supply will be able to provide it. If you get hit it goes right to your armor, and you will be uncloaked if hit enough times *one time wont effect the cloak but if your hit by 3 or more you will be uncloaked* You also need a full shield charge to activate cloaking*to keep people from panic cloaking when under attack*. Cloaking should be affected by how high your shield cap is. AS you move it will slowly decrease untill it hits zero. once it hits zero you will uncloak and will have to wait untill your shields recharge to be able to cloake again, but if you stop moving before it hits zero it will recharge just like a shield *higher shield recharge the faster it will recharge*. This will keep people from turning cloakeing on and just sprinting to each objective. It will make them take there time. Shooting shouldn't uncloak you but shooting should make the run time shorter causing the cloak to deactivate sooner with sustained fire. This will keep it challenging to get the suprise on an bad guy but wont hurt people acualy sneeking or snipeing.
Sorry for any grammer/spelling errors. I wrote this as i thought of it |
CaDaVeR 85
KILL-EM-QUICK RISE of LEGION
15
|
Posted - 2012.10.16 14:40:00 -
[235] - Quote
How about if while you're cloaked you have no shields (so the cloak is kind of using the shields in some way? I dunno). Once the cloak has been deactivated, however that may be, you're shields will need to regenerate as if they were depleted. Also have a limit on the length of time it can be active for.
With the tiny amount of health the scout suit has anyway, that's a huge penalty. You're not going to be able to drop in on people too often. So cloaking would have to be used literally to covertly move around the map capturing things, for example.
I don't think there should be movement penalty though. That's kinda the point of scouts. SPEED! |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.10.28 03:15:00 -
[236] - Quote
Unlike many people I think the basic to advanced scouts should rely more on their own speed and "thinking" the scouts will be the cloakies ISN'T a reason to nerf scouts speed.
I think for cloaking, their should be the specialized suit, scout or other, prototype lvl or higher that would be viable to fit a cloak. Any other suit wouldn't have much CPU to fit decent modules.
The two above posts stated something along the lines of having no shield when coming out of cloak, this would honestly leave a bullet to kill that cloakie. Like SB in EVE, they don't have much health but the tactical advantage cloaking would have and the huge CPU / PG cost it'll most likely cost would be balance enough cause of other modules the cloakie would be missing to do more dps or HP buffer modules.
As for the actual cloak. Equipment Module that enables your Cortex (wrist computer thing) as the trigger for cloaking and uncloaking. Weapon ammo on the HUD should say "unusable" or "jammed" because of the cloak. Being hit by bullet should decloak you with short timer for weapon firing. Fall Damage should "semi" uncloak you, by that i mean you pop up at the spot for a second then it recloaks within 2-3 seconds.
Just ran with it. kinda spitballing numbers also. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.21 11:17:00 -
[237] - Quote
Rise from the graaaaaave! |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2013.01.21 13:02:00 -
[238] - Quote
KAGEHOSHI Horned Wolf wrote:Rise from the graaaaaave!
Great Thread tbh |
G Torq
ALTA B2O
88
|
Posted - 2013.01.21 17:50:00 -
[239] - Quote
From IRC discussion on this topic:
- Have cloaks only be partial (Militia = 50% transparent, proto = 90%, modified alpha-channel)
- have movement cause "ripples" (think Predator movies)
- make them susceptive to EW and detectable via IR (equipment) or Radar (incl passive)
- have Cloak use same electronics as Shield so is either Shield or Cloak
- have Cloak fully drained in case of breaking it/being shot
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Cade Orion
Tronhadar Free Guard Minmatar Republic
27
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Posted - 2013.01.21 19:26:00 -
[240] - Quote
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.
The game I'm talking about is Starhawk - the production company said it was a good idea to give Hawks multiple purposes and all it did was give cheesy gamers who can't get a kill the ability to land and stomp next to a player on the ground and smash them. Instant turnoff for me.
Now before I get hammered - I do promote the ability to disguise yourself as another player - problem with that is that in Dust we all look the same whether we are on one side or another.
If CCP does allow cloaking technology then they better have the ability to see the cloaked through another skill and gear upgrade. |
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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
|
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
|
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
|
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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