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Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2012.12.01 02:32:00 -
[1] - Quote
Alright, so far, I've accumulated the impression that some dropsuits will be receiving cloaking abilities. However, I'd like to engage the community into discussing what kind of cloaking should be used. I think I can relate TED and Dust once again: http://www.ted.com/talks/david_gallo_shows_underwater_astonishments.html
The octopus camouflage is my personal preference compared to "invisibility". The invisibility idea will most likely implement a "mostly invisible" style, like in other games where there is this weird rupture in the space.
However I feel that the pattern matching camouflage has potent benefits. The octopus at the end was really hard to see. If it was "invisible" it probably would have been easier to pick out because of the weird rupture I mentioned before. This kind of camouflage blends in rather than distorting by disappearance.
Also, the Octopus Cloak (as I will name it) will stand out at close range, giving people a fighting chance, but at medium to long range can make a player nearly unnoticeable.
With the current environments on the other hand, being mostly industrial complexes, the Octopus Cloak wouldn't work all that great with minimal patterns. When vegetation and more geological features are added, the Octopus Cloak would be right at home.
Conclusion: If there are to be cloaking devices, there should be multiple variants, each suited for different map settings, and the Octopus Cloak should be among them.
Your Input Please Senors, Senoras, and Senoritas! |
Khal V'Rani
Nephilim Initiative
90
|
Posted - 2012.12.01 03:57:00 -
[2] - Quote
Multiple types sounds good. Don't know if it's been mentioned but will these cloaking devices have an activation duration or will they be always on, maybe shimmering when an action is taken?
I would think that the Octo suit could be an always on type given it's limited use across all maps. And since it's a pattern changing type of camo it wouldn't neccessarily give off a much larger electronic signature than perhaps a normal suit. Therefore, scanning equipment and skills would still be a viable option to counter, if you can actually see them. Skill in to it at level 4? Were you thinking this would be a dropsuit or a module?
The invisibility type I think should have a duration and cooldown period. When activated it should also give off a higher electronic signature given the field generated to cloak the wearer thereby giving the appropriately prepared opposing forces the ability to know someone is "there" but they wouldn't be able to see them until they started sprinting or opened fire at which point the cloaked merc, in the case of sprinting, would become visible and the module would cease functioning but would still require a full cooldown. If pulling trigger, or throwing a grenade, then they would briefly become visible; hazy shimmering and slightly distorted, but after the quick action was taken they would return to a cloaked state until the "active" duration ended. A melee action would end the cloaking as well. Skill in to it at level 5. Possibly in two skills i.e. Infantry Cloaking Operation & Infantry Cloaking Operation Proficiency or something. I also think the modifier for any cloaking skill should be on the higher end as well, 10 or 12. Again dropsuit or module?
If both are dropsuits then I don't see an issue, but if one is a dropsuit and one is a module, or both are modules, than what would stop the use of both at the same time? Imagine being camo'd all the time then being able to go invisible every so often mixed with profile dampening skills and such and you almost have an actual ghost on the field. Fun if you're that guy but if your not?
Profile dampening and scanners and all that should work as normal for the most part for both types as the inherent ability of the camo and cloaking provides a much more tactical advantage of not being physically seen by the trigger pullers. As in all things there needs to be a counter.
A duration and cooldown would also necessitate planned action by the cloak using merc. ...that's my 2 anyway... |
Finn Kempers
BetaMax.
222
|
Posted - 2012.12.01 15:17:00 -
[3] - Quote
I say we have the cloaking like the Gleipnir in Ace Combat X, where the plane looked fuzzy against the air like here |
MItt R0mney
Doomheim
58
|
Posted - 2012.12.01 16:09:00 -
[4] - Quote
Bojo The Mighty wrote:Alright, so far, I've accumulated the impression that some dropsuits will be receiving cloaking abilities. However, I'd like to engage the community into discussing what kind of cloaking should be used. I think I can relate TED and Dust once again: http://www.ted.com/talks/david_gallo_shows_underwater_astonishments.htmlThe octopus camouflage is my personal preference compared to "invisibility". The invisibility idea will most likely implement a "mostly invisible" style, like in other games where there is this weird rupture in the space. However I feel that the pattern matching camouflage has potent benefits. The octopus at the end was really hard to see. If it was "invisible" it probably would have been easier to pick out because of the weird rupture I mentioned before. This kind of camouflage blends in rather than distorting by disappearance. Also, the Octopus Cloak (as I will name it) will stand out at close range, giving people a fighting chance, but at medium to long range can make a player nearly unnoticeable. With the current environments on the other hand, being mostly industrial complexes, the Octopus Cloak wouldn't work all that great with minimal patterns. When vegetation and more geological features are added, the Octopus Cloak would be right at home. Conclusion: If there are to be cloaking devices, there should be multiple variants, each suited for different map settings, and the Octopus Cloak should be among them. Your Input Please Senors, Senoras, and Senoritas!
Metal gear solid 4 anyone? |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2012.12.01 16:21:00 -
[5] - Quote
The octopus camo is a good idea, but there is a flaw. Actually, more of a graphical problem. The current build has a light or shadow rendering problem. This is what causes everyone to be spotted so easily even in the fog and beyond tacnet range. If this is not addressed first, the camo will be useless. |
Gaff Origami
ZionTCD Legacy Rising
49
|
Posted - 2012.12.01 16:46:00 -
[6] - Quote
The only way to justify using Sniper dropsuits would be to give them (or some of them) cloaking ability. Unfortunately, I've come around to the school of thought that even for a dedicated sniper fit the Assault suits are superior. I would need a vk.0 scout suit before I could match the capability of my Series-A assault suit. The sniper suits are two levels behind the assault suits which takes a lot of SP and ISK/AUR to match.
The sniper suit is still a useful niche suit for dedicated Recon-type roles (hacking, uplinks, intel) with it's lower profile and faster speed but those aren't really necessary when you're sitting at 500m out taking pot shots. I'd rather use my slots for damage and shield/armor modules since I can't afford to lose my Thale's sniper rifles. |
lordjanuz
Norwegian Dust514 Corporation
88
|
Posted - 2012.12.01 18:19:00 -
[7] - Quote
Cloaking should be for low damage suits as in eve you must sacrifice something to be invisible, it's not going to be a win button. I exspect scout that can run over The map, give info back to advancing fleet. And be able to slow down The enemy, mines, sabotage etc ..... |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2012.12.01 18:37:00 -
[8] - Quote
Khal V'Rani wrote:Multiple types sounds good. Don't know if it's been mentioned but will these cloaking devices have an activation duration or will they be always on, maybe shimmering when an action is taken?
I would think that the Octo suit could be an always on type given it's limited use across all maps. And since it's a pattern changing type of camo it wouldn't neccessarily give off a much larger electronic signature than perhaps a normal suit. Therefore, scanning equipment and skills would still be a viable option to counter, if you can actually see them. Skill in to it at level 4? Were you thinking this would be a dropsuit or a module?
The invisibility type I think should have a duration and cooldown period. When activated it should also give off a higher electronic signature given the field generated to cloak the wearer thereby giving the appropriately prepared opposing forces the ability to know someone is "there" but they wouldn't be able to see them until they started sprinting or opened fire at which point the cloaked merc, in the case of sprinting, would become visible and the module would cease functioning but would still require a full cooldown. If pulling trigger, or throwing a grenade, then they would briefly become visible; hazy shimmering and slightly distorted, but after the quick action was taken they would return to a cloaked state until the "active" duration ended. A melee action would end the cloaking as well. Skill in to it at level 5. Possibly in two skills i.e. Infantry Cloaking Operation & Infantry Cloaking Operation Proficiency or something. I also think the modifier for any cloaking skill should be on the higher end as well, 10 or 12. Again dropsuit or module?
If both are dropsuits then I don't see an issue, but if one is a dropsuit and one is a module, or both are modules, than what would stop the use of both at the same time? Imagine being camo'd all the time then being able to go invisible every so often mixed with profile dampening skills and such and you almost have an actual ghost on the field. Fun if you're that guy but if your not?
Profile dampening and scanners and all that should work as normal for the most part for both types as the inherent ability of the camo and cloaking provides a much more tactical advantage of not being physically seen by the trigger pullers. As in all things there needs to be a counter.
A duration and cooldown would also necessitate planned action by the cloak using merc. ...that's my 2 anyway... Well, you know how only heavies can equip heavy weapons? Same principle. I figure that it should be a dropsuit specific module, like how dropships have afterburners. And Yes, I agree with your ideas as well, invisibility should have pros and cons as well as Octo Cloaking. |
Lasarte Ioni
Noob Gaming
72
|
Posted - 2012.12.01 18:59:00 -
[9] - Quote
Gaff Origami wrote:
The sniper suit is still a useful niche suit for dedicated Recon-type roles (hacking, uplinks, intel) with it's lower profile and faster speed but those aren't really necessary when you're sitting at 500m out taking pot shots.
So maybe we should rename the "sniper suit" to "scout suit", since it's more useful for scouting... I'll address the issue to CCP, they will probably hotfix it :P
On topic now, the octocamo (MGS4) its a very bad option for anything that moves, since it has to chose which texture it has to imitate; the closest wall, the floor, the sky? so it's only useful for immobile snipers to avoid getting anti-sniped.
On the other hand, the optical camouflage (MGS 1-4) its can be efective with both moving and stoped units, w/o having to compute which texture it has to imitate, so its the obvious choice. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.01 20:08:00 -
[10] - Quote
Lasarte Ioni wrote:Gaff Origami wrote:
The sniper suit is still a useful niche suit for dedicated Recon-type roles (hacking, uplinks, intel) with it's lower profile and faster speed but those aren't really necessary when you're sitting at 500m out taking pot shots.
So maybe we should rename the "sniper suit" to "scout suit", since it's more useful for scouting... I'll address the issue to CCP, they will probably hotfix it :P I was tempted to say something like this too.
Also, they'll probably run cloaking much like EVE does.
Active module, limits your ability to do almost anything while cloaked - except with a Black Ops suit (or maybe just apply that bonus to Scout suits in general to encourage their use). Even with the Black Ops/Scout suits, you won't be able to make any direct offensive actions (equipment, grenade, melee, shooting) without FIRST disabling the cloak. Also, if enemies get within a certain range (in EVE, this is measured in KILOMETRES, but in DUST, it's probably going to be based on Scan Profile, further buffing Scouts for the Cloaker role, and will probably be a matter of 10m at most for a good Cloak-equipped suit. Hopefully more like 20+ for vehicles though. |
|
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2012.12.01 20:56:00 -
[11] - Quote
Garrett Blacknova wrote:Lasarte Ioni wrote:Gaff Origami wrote:
The sniper suit is still a useful niche suit for dedicated Recon-type roles (hacking, uplinks, intel) with it's lower profile and faster speed but those aren't really necessary when you're sitting at 500m out taking pot shots.
So maybe we should rename the "sniper suit" to "scout suit", since it's more useful for scouting... I'll address the issue to CCP, they will probably hotfix it :P I was tempted to say something like this too. Also, they'll probably run cloaking much like EVE does. Active module, limits your ability to do almost anything while cloaked - except with a Black Ops suit (or maybe just apply that bonus to Scout suits in general to encourage their use). Even with the Black Ops/Scout suits, you won't be able to make any direct offensive actions (equipment, grenade, melee, shooting) without FIRST disabling the cloak. Also, if enemies get within a certain range (in EVE, this is measured in KILOMETRES, but in DUST, it's probably going to be based on Scan Profile, further buffing Scouts for the Cloaker role, and will probably be a matter of 10m at most for a good Cloak-equipped suit. Hopefully more like 20+ for vehicles though.
This is a more practical suggestion that I approve. That way, Eve players who come here will already know how to use it as they are familiar with the mechanics. |
Khal V'Rani
Nephilim Initiative
90
|
Posted - 2012.12.02 03:55:00 -
[12] - Quote
Oh you Eve players and your practical knowledge of the game universe and lore and being able to logic and reason things out to match the parent game... |
padraic darby
Fox Hound Unit
0
|
Posted - 2012.12.02 04:01:00 -
[13] - Quote
the cloak will be easy to notice in some maps. |
Chunky Munkey
Amarr Templars Amarr Empire
285
|
Posted - 2012.12.02 05:42:00 -
[14] - Quote
The "thermoptic" camo will be the kind we see methinks. Perhaps less distortion for the higher tier cloaks, recharge time, etc. The octocamo option just seems a little too complicated, and once we no longer show up as pitch black silhouettes against a bright grey mist it probably won't be needed.
Perhaps the scan profile of a dropsuit can be factored into the amount of distortion created by thermoptics. It would give scout suits the advantage they need, and mean that modules could be used to maximise effectiveness. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.12.02 08:34:00 -
[15] - Quote
If the camo has a movement penalty it will promote camping. Invisible campers is bad gameplay. Build from there. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.02 11:20:00 -
[16] - Quote
Noc Tempre wrote:If the camo has a movement penalty it will promote camping. Invisible campers is bad gameplay. Build from there. Unless they, like EVE, have a FORCED DELAY between decloaking and firing. You can be invisible OR ready to shoot, but not both. Decloak, wait after showing yourself, wait for it, NOW you're allowed to shoot. What do you mean the other guy saw you and shot you in the face already? Obviously you weren't sneaky sneaky enough before decloaking. |
Khal V'Rani
Nephilim Initiative
90
|
Posted - 2012.12.02 12:46:00 -
[17] - Quote
Chunky Munkey wrote:The "thermoptic" camo will be the kind we see methinks. Perhaps less distortion for the higher tier cloaks, recharge time, etc. The octocamo option just seems a little too complicated, and once we no longer show up as pitch black silhouettes against a bright grey mist it probably won't be needed.
Perhaps the scan profile of a dropsuit can be factored into the amount of distortion created by thermoptics. It would give scout suits the advantage they need, and mean that modules could be used to maximise effectiveness.
Thinking on the thermal optics I have a question, do you think there will be different types of optics? Both bino and scope types? Like low light, thermal, whatever else...
I ask because each of these would/could have a varying degree of success against different types of camo/cloaking. Low light wouldn't really be of much help against camo other than being able to see better in the dark. Thermals would be fantastic against it because a pattern doesn't hide a heat signature. But, if the spacial distortion also hides thermal output the low lights might have a better chance of picking up the distortion...
Just some thoughts. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.12.02 13:56:00 -
[18] - Quote
Garrett Blacknova wrote:Noc Tempre wrote:If the camo has a movement penalty it will promote camping. Invisible campers is bad gameplay. Build from there. Unless they, like EVE, have a FORCED DELAY between decloaking and firing. You can be invisible OR ready to shoot, but not both. Decloak, wait after showing yourself, wait for it, NOW you're allowed to shoot. What do you mean the other guy saw you and shot you in the face already? Obviously you weren't sneaky sneaky enough before decloaking.
Can't really see this working. Maybe a delay after shooting but not before, like in halo
Tbqh I think cloaking in anyway is a bad idea. Just promotes camping. However an electronics clock so u emit no sensor profile, would give you the ability to be sneaky without it being op or it being a bit crap for everyone but snipers |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2013.01.12 21:24:00 -
[19] - Quote
Sensible Balancing and Perks:
Octo-Camo: Octo Camo disengages as soon as you move (even reload and change aim). However, it won't uncloak no matter how close to an enemy you are. The profile of Octo-Camo is completely erased if you are against something, as sensors will think it to be part of the structure/object you are standing against. But if you are in a weird place, it'll be obvious to the player's eyes that you are not a rock.
It would be good for the scout who is going deep behind lines to flank, but enemies are approaching, so it's a more "Let them pass" sort of camo.
Optic Camo: Make it like EVE, except the player can be mobile. Add a timer too
Does that sound any better? |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2013.01.12 22:08:00 -
[20] - Quote
I would say... why not have the best of all world?
Implement all kinds of cloaks on the market (predator style cloak, octopus cloak, TACNET masking cloak, etc.). |
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Groza Tragediya
Opus Arcana Orion Empire
72
|
Posted - 2013.01.12 22:08:00 -
[21] - Quote
Id like to see cloaking takin out. Just gives more players a reason to hide and camp. There are already an abundance of campers as it is. |
Sev Alcatraz
Tritan-Industries Legacy Rising
185
|
Posted - 2013.01.12 22:09:00 -
[22] - Quote
epic cloaking
http://www.youtube.com/watch?v=JHqa8k7LDOU |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2013.01.12 22:59:00 -
[23] - Quote
Groza Tragediya wrote:Id like to see cloaking takin out. Just gives more players a reason to hide and camp. There are already an abundance of campers as it is.
I want to cloak, but I don't camp. I hunt the campers.
"But Maken, they are cloaked too. How will you find them?"
Their frakking sniper shots are loud as hell and thus able to pin point their location quite accurately even without having to see them. I have adapted my senses for that thanks to my slick nova knifing skills.
EDIT: And it pays to have a good headset with great surround sound. |
Yay Adski
Imperfects Negative-Feedback
133
|
Posted - 2013.01.12 23:19:00 -
[24] - Quote
Cloaking should be very limited if they ever have it in. It also should be made so you can kinda see them (think KZ2) |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2013.01.13 02:22:00 -
[25] - Quote
Yay Adski wrote:Cloaking should be very limited if they ever have it in. It also should be made so you can kinda see them (think KZ2) Oh definitely, optic camo would have a little distortion so you couldn't be god's ghost.
I and some one said best of all worlds. I agree with that too. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.01.13 02:39:00 -
[26] - Quote
Personally, I like the idea of the device making you almost completely invisible or even fully invisible, but not affecting your signature profile at all. Thus, you can still be picked up on radar unless you fit a profile dampener as well, and even then you can be detected by people with radar upgrade mods or active scanners. This would require a cloaker to carefully plan out engagements and avoid vehicles with active scanners running due to their large radius.
This would work best with a descending scan strength modifier for range of active scanners, such that being further from it reduces the chance of detection. |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2013.01.13 02:46:00 -
[27] - Quote
I say the cloak should be a equipment that you have to switch to and hold then switch to a weapon would disable the cloak. |
Rodger Forbes
Doomheim
7
|
Posted - 2013.01.13 03:59:00 -
[28] - Quote
MItt R0mney wrote:Metal gear solid 4 anyone?
Now, that's cloaking I can get behind. Total invisibility is cheap as heck. Maybe having to "reset" the camouflage if we moved too much. Kinda like the "leap of faith" trap in The Last Crusade. The bridge was camouflaged, but only looking at it straight on.
We should probably get this topic moved. |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2013.01.13 05:57:00 -
[29] - Quote
Especially Killzone's Infiltrator cloaking |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.13 10:55:00 -
[30] - Quote
Garrett Blacknova wrote:Noc Tempre wrote:If the camo has a movement penalty it will promote camping. Invisible campers is bad gameplay. Build from there. Unless they, like EVE, have a FORCED DELAY between decloaking and firing. You can be invisible OR ready to shoot, but not both. Decloak, wait after showing yourself, wait for it, NOW you're allowed to shoot. What do you mean the other guy saw you and shot you in the face already? Obviously you weren't sneaky sneaky enough before decloaking.
this rule does not apply to covert ops bombers. But in this particular case the ten second delay between decloak and fire would be somewhat ********. Forcing a player to actively drop the cloak before firing/hacking/nadethrowing/etc, and then giving them a thirty second (or more) delay before they can cloak again seems about where this will be and be fair. Makes scout souts hella useful, nova knifers terrifying, and keeps it from being a win button. |
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Bojo The Mighty
Bojo's School of the Trades
525
|
Posted - 2013.03.08 05:17:00 -
[31] - Quote
So perhaps the Octo-Camo should have benefits to CPU/PG use as well as overall signature. |
Chibi Andy
Destruction Initiative Enterprise
48
|
Posted - 2013.03.08 10:58:00 -
[32] - Quote
Maken Tosch wrote:Groza Tragediya wrote:Id like to see cloaking takin out. Just gives more players a reason to hide and camp. There are already an abundance of campers as it is. I want to cloak, but I don't camp. I hunt the campers.
if they put cloaking then i suggest they give us equipments that allow us to see cloaked units. if we have the tech to be cloaked then we definitely have the tech to detect cloaked people. coz really a sniper with a cloak on? how the heck will you even see the guy when you die from a headshot. so just to be fair, if people want cloaks then i want equipment that can detect cloaked people. |
Garrett Blacknova
Codex Troopers
1888
|
Posted - 2013.03.08 11:54:00 -
[33] - Quote
Chibi Andy wrote:Maken Tosch wrote:Groza Tragediya wrote:Id like to see cloaking takin out. Just gives more players a reason to hide and camp. There are already an abundance of campers as it is. I want to cloak, but I don't camp. I hunt the campers. if they put cloaking then i suggest they give us equipments that allow us to see cloaked units. if we have the tech to be cloaked then we definitely have the tech to detect cloaked people. coz really a sniper with a cloak on? how the heck will you even see the guy when you die from a headshot. so just to be fair, if people want cloaks then i want equipment that can detect cloaked people. Active Scanners.
And the aforementioned possibility of requiring decloak BEFORE firing, so that most enemies will have a period of vulnerability before they can attack. |
RHYTHMIK Designs
BetaMax.
55
|
Posted - 2013.03.08 13:55:00 -
[34] - Quote
Scouts suits are already made for cloaking, read the suit description, I"m assuming it will take a module to activate it though. |
Garrett Blacknova
Codex Troopers
1892
|
Posted - 2013.03.08 14:00:00 -
[35] - Quote
RHYTHMIK Designs wrote:Scouts suits are already made for cloaking, read the suit description, I"m assuming it will take a module to activate it though. And like EVE, that module will probably be possible to fit on any suit, but more easily done on the Scout, rather than being something that only Scouts can use. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
329
|
Posted - 2013.03.08 14:34:00 -
[36] - Quote
Khal V'Rani wrote:Thinking on the thermal optics I have a question, do you think there will be different types of optics? Both bino and scope types? Like low light, thermal, whatever else...
I ask because each of these would/could have a varying degree of success against different types of camo/cloaking. Low light wouldn't really be of much help against camo other than being able to see better in the dark. Thermals would be fantastic against it because a pattern doesn't hide a heat signature. But, if the spacial distortion also hides thermal output the low lights might have a better chance of picking up the distortion...
I'd love to see different optical systems. Add a high slot module that let you choose between some basic modes and maybe binoculars for more advanced options. Once weapon customization and new scopes are released maybe we'll have some options.
|
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1644
|
Posted - 2013.03.08 16:32:00 -
[37] - Quote
Scouts should be given a bonus that suits the cloaking modules if they ever release it as modules. Case in point: covert ops ships and stealth bombers are the only ships in Eve capable of warping while cloaked, firing without delay, and suffer no movement penalties.
But keep in mind that these are specialization ships that already require a lot of training. DUST may see specialization suits perhaps that have some of such bonuses like a covert ops scout suit. |
Fox Gaden
DUST University Ivy League
213
|
Posted - 2013.03.13 15:54:00 -
[38] - Quote
I prefer that the cloak just work like the cloak on the Predictor movie. The suit transfers light around your body so someone watching can see GÇ£throughGÇ¥ you, but it is like looking through a clear glass statue. The image is distorted by the shape of your body.
At Long Range: Still: Invisible visually and invisible to suit sensors. Walking: Invisible visually and invisible to suit sensors. Running: Appears as a slight ripple visually, Invisible to suit sensors.
Mid Range: Still: Invisible visually and invisible to suit sensors. Walking: Appears as a slight ripple visually, Invisible to suit sensors. Running: Form clearly visible as distortion in the landscape. Visible to suit sensors if in sights.
Short Range: Still: Appears as a slight visual distortion. (Hard to see.) Invisible to suit sensors. Walking: Form clearly visible as distortion in the landscape. Visible to suit sensors if in sights. Running: Form clearly visible as distortion in the landscape. Visible to suit sensors.
When you shoot, use equipment, or while you are hacking, your cloak will be disrupted and flash off for a second, or until the action is completed. Also the cloak takes another 3 seconds to recover, so during that time you appear as a ripple in the landscape (quicksilver) at mid and long range.
When you take damage you still have the shield damage animation and your cloak ripples. If you take a lot of damage your cloak will start to fail and flash off for a second, then for 3 seconds, then for 5 seconds. When your shields go down your cloak goes down too and stays down until your shields start to regenerate. |
Das Mittani
Osmon Surveillance Caldari State
3
|
Posted - 2013.03.13 18:39:00 -
[39] - Quote
octopus suits! |
DJINN AveryFane
Hellstorm Inc League of Infamy
0
|
Posted - 2013.03.13 18:40:00 -
[40] - Quote
I've seen enough anime to know where this is going |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
632
|
Posted - 2013.03.13 18:50:00 -
[41] - Quote
Im personally a big fan of the cloaking system from Killzone 3, and I think it could be adapted to work in Dust.
Cloaking device activated by crouching.
Movement speed is reduced whole cloaked because you can't sprint or move at full speed while crouched.
Sitting still gives near invisibility, but with some distortion (I liked the glass statue analogy someone made)
Moving causes further distortion, cloak flickering on and off the faster you move.
Firing any kind of weapon decloaks you.
Coming within x-meters of anyone decloaks you.
Delay after decloaking before cloak can be reactivated, delay can be lowered with skills and certain suit types. |
Anax 01
Crux Special Tasks Group Gallente Federation
17
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Posted - 2013.03.13 19:39:00 -
[42] - Quote
Lots of people beat me to the TACNET cloak! :o
As a sniper, my ideal cloak would simply be a TACNET cloak. With the cloak on, I'd simply be completely invisible to suit sensors and thus wouldn't appear on the TACNET. When aimed at with a sniper rifle, a chevron would still not appear, but the details of the suit would. I'd seriously love that cloak. Stealth like a stealth bomber's, not like Predator's. |
Bojo The Mighty
Bojo's School of the Trades
569
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Posted - 2013.03.13 19:45:00 -
[43] - Quote
Stealth like an octopus |
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