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Tidaen
Nova Corps Marines
21
|
Posted - 2013.02.25 06:34:00 -
[1] - Quote
I know its been talked about to death but I'll throw this idea out there for debate and refinement.
Cloaking Module - Equipment Slot - Requires Full Shields to Activate - Activation takes shields to zero - Cycle time lasts for 30 seconds - Penalty of 50% to shield recharge delay - Coming within 5 meters of opponent deactivates cloak - Hacking or using a console deactivates cloak
This module is designed to take advantage of the natural advantages of the scout while still being able to be used by the logistics and assault classes. Heavy suits cannot use this due to the lack of equipment slots. The cloak is designed to be used for stealthily avoiding conflicts or sneaking up to assassinate singular targets. Upon decloaking you will have no shields and a increased time for them to recharge meaning that cloak users have a significant handicap in direct combat. Trying to overcome this handicap through armor tanking will mean submitting to the natural loss in mobility inherent to armor plates.
The Scout Type-II suit becomes the logical fit for a cloak based build because of its higher armor and extra equipment slot that is offset by slightly lower speed and lack of sidearm. |
Vyzion Eyri
The Southern Legion
155
|
Posted - 2013.02.25 07:59:00 -
[2] - Quote
Cloaking would be fun and awesome to play with, even against, and I'd just like to add my thoughts to your outline.
I would think it'd be better to remove cloak deactivation due to being inside a certain radius (you've specified 5m) and deactivation due to hacking or using consoles.
Instead, to balance things out, there should be a haze or outline where the person actually is, undetectable unless you look very closely. Furthermore, whilst I'm guessing scan profile is decreased when cloaked (this could be elaborated upon for variants; less cloak time/more visible haze for greater scan profile decrease) their position will still be visible on the minimap.
This should give rise to another role for logistics; scanning. Skills going into upgrading your scanners will become a great benefit; and thus it brings another dimension of battle into play: the invisible war. |
Jathniel
G I A N T
39
|
Posted - 2013.02.25 10:38:00 -
[3] - Quote
If the cloak will kill your shields, then I don't think your cloak should fail if someone gets too close. I think cloak failure should only occur on timer, OR by heavy movement like running and weapons fire.
I agree with Eyri, the above poster, on some things. What Eyri is describing with the haze or outline is a Partial Cloak, but a Full Cloak (becoming totally invisible) would be fun too.
We should want cloaking devices with a variety of operations. For example:
Timer Cloaks - Full cloaks, total invisibility, that work for a specified amount of time, then shut down and have a cool down time. (Full cloak. Active activation. Also available for all vehicles.)
Camouflage Cloaks - Partial cloaks that automatically engage after a set amount of time of inactivity. Stays on indefinitely. It would not shut down if you move while crouched, but it will shut down if you attack or stand and start running. (Partial cloak. Passive activation. Only available for ground vehicles.)
Cloaking Fields - Item for the equipment slot. Deployable like a nanohive, but instead of a nano field, a large field will deploy rendering anyone and anything that is within it partially cloaked, like the camouflage cloak. Big enough to hide a LAV or a small group of men planning an ambush. (This allows other suits, like Assaults and Heavies to get some cloaking action too, without giving them the advantage of having a personal one, which I think only the Scout should get.)
I like your cloaking outline, OP. That's my 0.02 isk. |
Tidaen
Nova Corps Marines
21
|
Posted - 2013.02.25 13:41:00 -
[4] - Quote
Vyzion Eyri wrote: snip..
This should give rise to another role for logistics; scanning. Skills going into upgrading your scanners will become a great benefit; and thus it brings another dimension of battle into play: the invisible war.
Definitely like the idea of a scanner module to defeat cloaks, perhaps it could work partly based on chance where the closer you get to an active scanner the higher the chance that you will be discovered. Give those logi's something other than extenders and damage mods to put in those high slots.
Jathniel wrote:If the cloak will kill your shields, then I don't think your cloak should fail if someone gets too close. I think cloak failure should only occur on timer, OR by heavy movement like running and weapons fire.
See, I like the idea of being able to run while cloaked but I feel like there needs to be some element of danger that runs the risk of decloaking early. Perhaps an active scanner module would be the suitable hard counter instead. Perhaps instead of a radius, it could be modified into 'if you physically bump into an opponent'. I really like your ideas about different variants, it would make things interesting. Can you imagine if people started setting up heavies to sit in cloaking fields along road ways and corridors? the forum rage would be epic. I like it. |
Jathniel
G I A N T
49
|
Posted - 2013.03.01 01:47:00 -
[5] - Quote
Tidaen wrote: See, I like the idea of being able to run while cloaked but I feel like there needs to be some element of danger that runs the risk of decloaking early. Perhaps an active scanner module would be the suitable hard counter instead. Perhaps instead of a radius, it could be modified into 'if you physically bump into an opponent'. I really like your ideas about different variants, it would make things interesting. Can you imagine if people started setting up heavies to sit in cloaking fields along road ways and corridors? the forum rage would be epic. I like it.
Yeah, the tears would be wonderful. lol, but I see what you mean about adding an element of danger to it.
How about instant shield failure if you are shot WHILE your cloak is active?
Players storming around objectives can fire some rounds into spaces around them, to make sure it's clear. This rewards them for being thorough, and prevents people from behaving wrecklessly with the cloak. |
Vel'sar Altruin
Shadow Company HQ
20
|
Posted - 2013.03.01 04:35:00 -
[6] - Quote
I'd like to be a Nova Knife wielding super assassin.
This would be extremely over powered but I none-the-less dream of the day I can Nova Knife someone with a cloak activated and the cloak does not disengage.
It would be even better to just materialize in someones face, hit them, and just vanish into thin air.
THE POSSIBILITIES. OH HOW I LOVE THEM. |
Tidaen
Nova Corps Marines
22
|
Posted - 2013.03.01 04:58:00 -
[7] - Quote
Jathniel wrote:Yeah, the tears would be wonderful. lol, but I see what you mean about adding an element of danger to it. How about instant shield failure if you are shot WHILE your cloak is active? Players storming around objectives can fire some rounds into spaces around them, to make sure it's clear. This rewards them for being thorough, and prevents people from behaving wrecklessly with the cloak.
That's a hell of an idea, I like it. Do you envision the cloak as being a module that can only be used by scouts? or rather that assault and logistics face some sort of stiff penalty for using it that the scout class doesn't. I suppose it doesn't really matter either way as long as the end result is that assault/logistics cannot utilize the cloak to its full potential as the scout can. |
Val'herik Dorn
CrimeWave Syndicate
300
|
Posted - 2013.03.01 05:12:00 -
[8] - Quote
They will probably follow a similar functionality to eves where there is a harsh speed penalty to cloaking exceptnfor the highest tier spec ops cloak that can basically only be fitted on covert ops ships and correctly assembled strategic cruisers.
I dont know how it would be balanced but I look foward to sneaking up on people with my shot gun even kore than I can curently. |
Hexen Trickster
The Southern Legion
14
|
Posted - 2013.03.01 05:27:00 -
[9] - Quote
To make cloaks mainly useable by scouts and not used on every suit (gotta have some sort of specialization) cloaks sould have a firing delay (say 5 secs) but in turn the scout suit should get a bonus that negates that effect
This way scouts will be able to use the cloak to its full extent while assults still have the ability to use the cloak itself but with reduced effectiveness
and yes i did copy all that from stealth bombers |
ladwar
Dead Six Initiative
2
|
Posted - 2013.03.01 10:37:00 -
[10] - Quote
i don't think other suits should be able to use a cloaking besides scouts. really wouldn't want to have have 600ehp logi uncloak infront of me with a proto AR, thats would be challenge if i already knew he was there first neverless cloaked behind me.
the active scanner idea kindof null seeing as its already kindof part of the suits radar, most for 15m base.the full cloak is to much for moving targets so yea halo it up with the movement giving more away from the cloak. the decloak within so close to opponents naw, thats just weird, move visible sure. |
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Tribalfreak Baham
Circle of Huskarl Minmatar Republic
13
|
Posted - 2013.03.01 11:12:00 -
[11] - Quote
Cloak + nova blades= ninja.......... i would LOVE this. Even if it's a death sentence, running behind a group of enemies trying to take them down (i'll assume your cloak goes bye bye the minute you attack) before they pour lead into your skulll *shivers* i want!
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The Robot Devil
BetaMax.
15
|
Posted - 2013.03.01 11:37:00 -
[12] - Quote
A minimum to two kinds of cloaks are needed. One is the standard cloak- the merc is totally undetectable but can only move at 25% speed, a 30s cool down before recloaking and weapons don't work for 15s. Of course the attributes would be changed by skill level. The second cloak would be at a high skill level with secondary skills needed. The merc would move at 90% speed, 15s cool down and weapons wouldn't work for 5s. Also the more advanced cloak would have a CPU/PG so high that only covert suits (with cloaking CPU/PG reduction built in) could fit them. The cloak would turn off within 5m of anything except the ground. Any type of damage would de-cloak the suit- self induced, falling or stray damage from enemies- and the Marc cannot recloak if another player can see them directly. The standard should be entry level and usable by any suit.
She's built like a steakhouse but she handles like a bistro. You win again gravity! |
Smoky Fingers
THE DOLLARS
1
|
Posted - 2013.03.01 12:24:00 -
[13] - Quote
Vyzion Eyri wrote:Cloaking would be fun and awesome to play with, even against, and I'd just like to add my thoughts to your outline.
I would think it'd be better to remove cloak deactivation due to being inside a certain radius (you've specified 5m) and deactivation due to hacking or using consoles.
Instead, to balance things out, there should be a haze or outline where the person actually is, undetectable unless you look very closely. Furthermore, whilst I'm guessing scan profile is decreased when cloaked (this could be elaborated upon for variants; less cloak time/more visible haze for greater scan profile decrease) their position will still be visible on the minimap.
This should give rise to another role for logistics; scanning. Skills going into upgrading your scanners will become a great benefit; and thus it brings another dimension of battle into play: the invisible war.
+1 As a scout player wanting to be fair toward the other classes I'd actually want to have the scan profile slightly increased while cloaked. Scouts already have a low sig and adding another visual tact will be quite frustrating for others.
logis have the most roles atm so scanning should have universal incentive to be upgraded. Maybe if your scanning was X amount higher than the cloaked person's sig it would show a faint outline of the the character at Y amount of time intervals; the stregnth of the outline and the frequency it would be shown varied by scanner strength. Maybe people would think twice about their fitting and start using more scanning modules |
Tidaen
Nova Corps Marines
25
|
Posted - 2013.03.01 22:17:00 -
[14] - Quote
The Robot Devil wrote:A minimum to two kinds of cloaks are needed. One is the standard cloak- the merc is totally undetectable but can only move at 25% speed, a 30s cool down before recloaking and weapons don't work for 15s. Of course the attributes would be changed by skill level. The second cloak would be at a high skill level with secondary skills needed. The merc would move at 90% speed, 15s cool down and weapons wouldn't work for 5s. Also the more advanced cloak would have a CPU/PG so high that only covert suits (with cloaking CPU/PG reduction built in) could fit them. The cloak would turn off within 5m of anything except the ground. Any type of damage would de-cloak the suit- self induced, falling or stray damage from enemies- and the Marc cannot recloak if another player can see them directly. The standard should be entry level and usable by any suit.
The aspect to this that I really don't like is the speed decrease. I agree that using a cloak means some sort of handicap is required but I play as a scout because I have a need for SPEED! This was the intent behind the shield drain upon decloaking, you get to make your one surprise sneak attack but you had better finish your opponent quick because without shields a scout isn't going to get a second chance. If a speed decrease really is necessary then I would hope it takes the form of the 'blur-a-flauge' effect similar to predator. As you move faster, the effect becomes more noticeable thereby increasing your chance of discovery. Standing still would make you completely invisible.
I still hope for a 'perfect' type of cloak though without speed restrictions. Here's an idea, the longer you keep your cloak active it eats away at your shields until they deplete and you are forced to decloak. The cloak cannot be reactivated until you recharge to a certain level, for example 2/3 full. This threshold could be improved by better cloaks and skills. |
RINON114
B.S.A.A.
30
|
Posted - 2013.03.07 05:21:00 -
[15] - Quote
Tidaen wrote:The Robot Devil wrote:A minimum to two kinds of cloaks are needed. One is the standard cloak- the merc is totally undetectable but can only move at 25% speed, a 30s cool down before recloaking and weapons don't work for 15s. Of course the attributes would be changed by skill level. The second cloak would be at a high skill level with secondary skills needed. The merc would move at 90% speed, 15s cool down and weapons wouldn't work for 5s. Also the more advanced cloak would have a CPU/PG so high that only covert suits (with cloaking CPU/PG reduction built in) could fit them. The cloak would turn off within 5m of anything except the ground. Any type of damage would de-cloak the suit- self induced, falling or stray damage from enemies- and the Marc cannot recloak if another player can see them directly. The standard should be entry level and usable by any suit.
The aspect to this that I really don't like is the speed decrease. I agree that using a cloak means some sort of handicap is required but I play as a scout because I have a need for SPEED! This was the intent behind the shield drain upon decloaking, you get to make your one surprise sneak attack but you had better finish your opponent quick because without shields a scout isn't going to get a second chance. If a speed decrease really is necessary then I would hope it takes the form of the 'blur-a-flauge' effect similar to predator. As you move faster, the effect becomes more noticeable thereby increasing your chance of discovery. Standing still would make you completely invisible. This would not penalize speed directly, but would offer a mechanism by which players would be forced to slow down to avoid detection by an observant player. I still hope for a 'perfect' type of cloak though without speed restrictions. Here's an idea, the longer you keep your cloak active it eats away at your shields until they deplete and you are forced to decloak. The cloak cannot be reactivated until you recharge to a certain level, for example 2/3 full. This threshold and sheild drain rate could be improved by better cloaks and skills. I like the idea of having your weapons being inactive for a few seconds after an unplanned decloaking though. Yes, this (almost). Blur-a-flage is a great thing, especially considering the info given in the scout suit description which makes mention of lots of tiny optical sensors. These optical sensors would need time to readjust with every movement so moving slowly would give you the perfect cover whereas moving quickly would not give the sensors enough time to take a hi-res scan and thus leaving you all blurred up. |
The Robot Devil
BetaMax.
17
|
Posted - 2013.03.07 08:47:00 -
[16] - Quote
The cloak with speed penalties would only be for entry level cloaks. These cloaks could be used by any suit but the proto would be for scouts or any other suit type that has a role bonus ( a 99% reduction in CPU/ PG) that makes the module usable. Cloaks should be total cloaks that change the way your weapons work. Stealth is for staying hidden to provide Intel or an alpha strike. We don't want cloaks that have no role, if the downside to the cloak is not equal to the up side then half the mercs will love it and the other half will cry OP. If cloaks killed shields the the scout would be even easier to kill. I would like to see a cloak used like RE, the people who use them use them well and everyone else don't use them. |
RINON114
B.S.A.A.
30
|
Posted - 2013.03.07 11:52:00 -
[17] - Quote
The Robot Devil wrote:The cloak with speed penalties would only be for entry level cloaks. These cloaks could be used by any suit but the proto would be for scouts or any other suit type that has a role bonus ( a 99% reduction in CPU/ PG) that makes the module usable. Cloaks should be total cloaks that change the way your weapons work. Stealth is for staying hidden to provide Intel or an alpha strike. We don't want cloaks that have no role, if the downside to the cloak is not equal to the up side then half the mercs will love it and the other half will cry OP. If cloaks killed shields the the scout would be even easier to kill. I would like to see a cloak used like RE, the people who use them use them well and everyone else don't use them. 100% Perfect cloak is OP though. You need downsides.
Perhaps we have variants that offer different things: - Variant 1 offers perfect cloak when moving slowly and parrial when moving quickly. - Variant 2 offers the opposite: perfect cloak ONLY while sprinting and to add to the fluff this could be due to a far higher CPU usage, whereby the suit would take hi-res imaging scans further ahead than the player but neglect hi-res imaging for the rear.
Or something... |
Shijima Kuraimaru
WarRavens
173
|
Posted - 2013.03.07 20:09:00 -
[18] - Quote
This is my idea of an appropriate cloak. Very similar to the ship style cloak.
Full invisibility.
Unlimited cloak time but shields zeroed while cloaked.
No sprinting while cloaked. Scouts get lower movement penalty, lowered CPU/PG fitting requirements, and access to a covert ops type cloak that allows them to sprint while cloaked.
Decloaking occurs when any other merc, friend or foe, comes within 2 meters, significant damage is taken from fall or inertial dampener is activated, and any damage from weapons.
Cannot perform any actions other than movement, communications, squad leader commands, asset drop, OB/PS, and spotting while cloaked. Any other actions will cause involuntary decloak.
Weapon and equipment lockout, except for basic melee, and zero shields for two seconds after cloak drop, voluntary or involuntary, then back to full shield and functions.
Cloak has 30 second cool down before it can be reactivated. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions
10
|
Posted - 2013.03.08 01:53:00 -
[19] - Quote
i lke the idea of cloakin modules and stuff, but some of the things u guys have sugested like the cloak drainig or droping your shields is crap, i dont want cloaking modules to affect my shields at all never ever. i understand the need for drawbacks but negating the shield is a horrible idea, speed reduction is a decent drawback in itself, if ccp does release the cloaking modules they most definitly will require a high power suit slot to operate and that right there will already leave you with less shield than someone who has no cloak fitted at all. activation time should be a givin because its a highslot item but it should not stop you from fireing your wepon while cloaked that would be stupid ppl are gunna need to shoot **** when they are cloaked and it should de activate when you shoot but not stop you from shooting, also a cloak would suk if you could not sprint while its activated, there should be a 'blur' effect if ur running but it should not hinder your movment at all and if you are totally still you should be completely invisible no outline at all. team mates should be able to see your name tag at all times like it is now and reds should also be able to see it if they have a well put together scaning fit to counter total invisibilit.
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Logi Bro
ZionTCD Legacy Rising
899
|
Posted - 2013.03.08 04:53:00 -
[20] - Quote
Question: Would this cloak entitle entire invisibility, or rather a Predator-like outline shimmering in the air? |
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Bojo The Mighty
Bojo's School of the Trades
565
|
Posted - 2013.03.08 05:16:00 -
[21] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=414490#post414490
Gonna leave that here for ya
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RINON114
B.S.A.A.
36
|
Posted - 2013.03.13 06:44:00 -
[22] - Quote
Thanks for that, was that what we call a merge? |
Fox Gaden
DUST University Ivy League
213
|
Posted - 2013.03.13 15:34:00 -
[23] - 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.
When you take damage you still have the shield damage animation and your suit 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. |
RHYTHMIK Designs
BetaMax. CRONOS.
55
|
Posted - 2013.03.13 16:25:00 -
[24] - Quote
Tidaen wrote:Jathniel wrote:Yeah, the tears would be wonderful. lol, but I see what you mean about adding an element of danger to it. How about instant shield failure if you are shot WHILE your cloak is active? Players storming around objectives can fire some rounds into spaces around them, to make sure it's clear. This rewards them for being thorough, and prevents people from behaving wrecklessly with the cloak. That's a hell of an idea, I like it. Do you envision the cloak as being a module that can only be used by scouts? or rather that assault and logistics face some sort of stiff penalty for using it that the scout class doesn't. I suppose it doesn't really matter either way as long as the end result is that assault/logistics cannot utilize the cloak to its full potential as the scout can.
The cloak module should be available to all suits, but the scout should be the only one that can move/sprint with it on w/o any major (not saying none) visual distortion as the scout suit itself has "adaptive camo" already built into the suit. |
Lynn Beck
Forsaken Legion-0
0
|
Posted - 2013.03.13 16:31:00 -
[25] - Quote
Tidaen wrote:Jathniel wrote:Yeah, the tears would be wonderful. lol, but I see what you mean about adding an element of danger to it. How about instant shield failure if you are shot WHILE your cloak is active? Players storming around objectives can fire some rounds into spaces around them, to make sure it's clear. This rewards them for being thorough, and prevents people from behaving wrecklessly with the cloak. That's a hell of an idea, I like it. Do you envision the cloak as being a module that can only be used by scouts? or rather that assault and logistics face some sort of stiff penalty for using it that the scout class doesn't. I suppose it doesn't really matter either way as long as the end result is that assault/logistics cannot utilize the cloak to its full potential as the scout can. Doesn't the scout have a higher CPU rating to fit that bigass sniper? You could make it cost a hell of a lot of CPU to make it *Usable* on assaults, but they'd have to leave a slot or two open. Because personally i'd like to have an assault with a breach scrambler, so i can line up a shot, pull it off, and take a few hits before i pull out my AR or something. Remember that you can even put a sniper on a heavy (which is incredibly stupid) but it has it's advantages. (not being able to get one hitted for instance) |
Knarf Black
Subdreddit Test Alliance Please Ignore
459
|
Posted - 2013.03.13 16:55:00 -
[26] - Quote
The cloak should have its own energy pool, with a slow baseline drain when active. Every action beyond standing perfectly still will increase the rate of energy consumption, and there should be a massive recharging penalty for letting it run completely out. (Kind of a hybrid of the stamina and shield recharge systems.) Hacking while cloaked dramatically increases energy consumption, while attacking or taking damage instantly eats up a huge chunk of it. Players should have to manually switch it on and off as they run between cover, or decide to engage enemies.
I feel like tying it to the shields will overcomplicate things and render it useless in combat; balance should be achieved by strictly limiting the base energy pool. You should not be able to cover long distances while cloaked, but you should be able to use it for hit and run attacks. |
Tyrin Tonious
Wraith Shadow Guards
4
|
Posted - 2013.03.13 18:05:00 -
[27] - Quote
Here is what I PROPOSE.
Scout Only Cloaking Modules.
Equipment
TR1 Cloak: -----Immediate shield drop -----Disables on walking or greater movement (includes jumping) and with any suit activity such as hack -----Disables when taking any offensive action -----Disables when discharged by TR1 Logi Cloak Distortion Scanner -----Bad Light Distortion for anyone close enough to see will give away the cloaker -----Profile Decrease -3 -----Stays active with crouched movement -----1 Minute Recharge on Cloak activation module -----Disables on DMG -----No Movement Decrease (due to only being able crouch move while cloaked) -----15s Cloak Battery
TR3 Cloak -----25% Shield sustainable -----Only Disables if sprinting with a LW equiped and with any offensive action -----Disables from TR 3 or greater Logi Cloak Distortion Scanner -----Stays ACTIVE while sprinting with Knife equiped -----Stays ACTIVE while hacking -----Profile Decrease -5 -----Mediocre Light Distortion for anyone close enough to see will give away the cloaker -----45s Recharge on Cloak activation module -----Disables when 25% DMG of current shield HP is received -----7% movement decrease -----25s Cloak Battery
TR5 Cloak -----50$ Shield sustainable -----Only Disables if firing a weapon or discharged by Logi Cloak Distortion Scanner -----Lite Light Distortion for anyone close enough to see will give away cloaker -----Stays active with any suit activity such as hacking -----Can Sprint with weapons -----30s Recharge on Cloak activation module -----Disables when 50% DMG of current shield HP is received -----Profile decrease -10 -----Can only be equiped by specialized Scout Dropsuit (High CPU/PG, dropsuit will require a decrease in CPU/PG for use) -----5% Movement decrease -----35s Cloak Battery
Skills will provide: sustainable shield lvls by +5%, profile decrease by -3, movement penalty for TR3 - Proto -1%, Recharge Rates -5s, DMG received to shields before disabling +5%, Shield Battery Life +5s
Logi Cloaking ModuleDischarger
TR1 Discharger -----3m Range Can only Discharge TR1 Cloaking Module. -----Gives some kind of Auditory cue when closing in on an active Cloaking Module 6m -----Doesn't provide directional auditory cue (beeping more when looking in the general direction, but not directly) -----Can't be used as a deployable anti cloak field -----Provide a general auditory cue for an active TR2 Cloaking Module within 3m, but not TR 5
TR3 Discharger -----5m Range can discharge TR1 - TR3 Cloaking Module -----Provides Auditory Cue and Partial Visual cue when closing in on an active Cloaking Module 8m -----Has a directional auditory and visual cue increase -----Can be used as a deployable anti cloaking field for Area Control 13m however expending your device for personal use -----Deployable Anti Cloaking Field Battery 15s -----Provides directional auditory and visual cue for an active TR5 Cloaking Module within 5m -----Will discharge TR1 and TR3 Cloaking Modules
TR5 Discharger -----7m Range can Dischage TR1 - TR5 Cloaking Modules -----Provides Full Visual Cue when within 10m of an Active Cloaking Module -----Better Directional Cue over TR3, provides full Visual -----Can be used as a deployable Anti Cloaking field for Area Control 15m however expending your device for personal use -----Deployable Anti Cloaking Field Battery 25s -----Will Discharge all Cloaking Modules
Skills Increased Range use for Discharging +3m Increased Passive use range +3m Increase in Range for Deployable Field +3m Increase in Field Battery Life +5s |
Mobius Wyvern
BetaMax. CRONOS.
1233
|
Posted - 2013.03.13 18:33:00 -
[28] - Quote
I'm thinking a combination of Blacklight: Retribution and Battlefield 2142.
- Equipment Slot - Requires holstering weapons - Unlimited duration - Near invisible regardless of movement speed - No effect on scan profile
When you select the module, you holster your weapon and tap the holographic display on your arm to activate the cloak. You would still show up on "radar" unless you have Profile Dampeners fitted. When you decloak, you tap the display again and then unholster your weapon, giving an effect similar to the "decloak targeting delay in EVE", and helping to prevent this:
http://www.youtube.com/watch?v=GmsxmpHf9sc
I'm sure none of you want to be dealing with that. The setup I laid out prevents the cloak from being used to get cheap kills like in that video my friend made, but still allows it to be useful to move covertly around the field. |
Mobius Wyvern
BetaMax. CRONOS.
1235
|
Posted - 2013.03.14 03:39:00 -
[29] - Quote
Wow, this thread is getting a lot less attention than I expect it might. |
RINON114
B.S.A.A.
39
|
Posted - 2013.03.14 06:25:00 -
[30] - Quote
Tyrin Tonious wrote:Here is what I PROPOSE.
Scout Only Cloaking Modules.
Equipment
TR1 Cloak: -----Immediate shield drop -----Disables on walking or greater movement (includes jumping) and with any suit activity such as hack -----Disables when taking any offensive action -----Disables when discharged by TR1 Logi Cloaking Module Frequency Scanner -----Bad Light Distortion for anyone close enough to see will give away the cloaker -----Profile Decrease -3 -----Stays active with crouched movement -----1 Minute Recharge on Cloak activation module -----Disables on DMG -----No Movement Decrease (due to only being able crouch move while cloaked) -----15s Cloak Battery
TR3 Cloak -----25% Shield sustainable -----Only Disables if sprinting with a LW equiped and with any offensive action -----Disables from TR 3 or greater Logi Cloaking Module Frequency Scanner -----Stays ACTIVE while sprinting with Knife equiped -----Stays ACTIVE while hacking -----Profile Decrease -5 -----Mediocre Light Distortion for anyone close enough to see will give away the cloaker -----45s Recharge on Cloak activation module -----Disables when 25% DMG of current shield HP is received -----7% movement decrease -----25s Cloak Battery
TR5 Cloak -----50$ Shield sustainable -----Only Disables if firing a weapon or discharged by Logi Cloaking Module Frequency Scanner -----Lite Light Distortion for anyone close enough to see will give away cloaker -----Stays active with any suit activity such as hacking -----Can Sprint with weapons -----30s Recharge on Cloak activation module -----Disables when 50% DMG of current shield HP is received -----Profile decrease -10 -----Can only be equiped by specialized Scout Dropsuit (High CPU/PG, dropsuit will require a decrease in CPU/PG for use) -----5% Movement decrease -----35s Cloak Battery
Skills will provide: sustainable shield lvls by +5%, profile decrease by -3, movement penalty for TR3 - Proto -1%, Recharge Rates -5s, DMG received to shields before disabling +5%, Shield Battery Life +5s
Logi Cloaking Module Frequency Scanner/Discharger
TR1 Frequency Scanner -----3m Range Can only Discharge TR1 Cloaking Module. -----Gives some kind of Auditory cue when closing in on an active Cloaking Module 6m -----Doesn't provide directional auditory cue (beeping more when looking in the general direction, but not directly) -----Can't be used as a deployable anti cloak field -----Provide a general auditory cue for an active TR2 Cloaking Module within 3m, but not TR 5
TR3 Frequency Scanner -----5m Range can discharge TR1 - TR3 Cloaking Module -----Provides Auditory Cue and Partial Visual cue when closing in on an active Cloaking Module 8m -----Has a directional auditory and visual cue increase -----Can be used as a deployable anti cloaking field for Area Control 13m however expending your device for personal use -----Deployable Anti Cloaking Field Battery 15s -----Provides directional auditory and visual cue for an active TR5 Cloaking Module within 5m -----Will discharge TR1 and TR3 Cloaking Modules
TR5 Frequency Scanner -----7m Range can Dischage TR1 - TR5 Cloaking Modules -----Provides Full Visual Cue when within 10m of an Active Cloaking Module -----Better Directional Cue over TR3, provides full Visual -----Can be used as a deployable Anti Cloaking field for Area Control 15m however expending your device for personal use -----Deployable Anti Cloaking Field Battery 25s -----Will Discharge all Cloaking Modules
Skills Increased Range use for Discharging +3m Increased Passive use range +3m Increase in Range for Deployable Field +3m Increase in Field Battery Life +5s Sounds good but very difficult to read! I like the ideas of all of these modules being available to everybody with some kind of tradeoff but until we have decent counter abilities I feel many people would just run around invisible, it's kind of an obvious skill to want.
Perhaps we can mitigate this problem with other mods that could give better armour or speed (yes that's a Crysis reference). |
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Shijima Kuraimaru
WarRavens
176
|
Posted - 2013.03.16 23:21:00 -
[31] - Quote
Well the way I see it, everything we use in dust has a similar counterpart from Eve. Why would cloaks be any different? |
RINON114
B.S.A.A.
46
|
Posted - 2013.03.21 05:42:00 -
[32] - Quote
Shijima Kuraimaru wrote:Well the way I see it, everything we use in dust has a similar counterpart from Eve. Why would cloaks be any different? Because the ships in EVE are vastly larger and able to draw on more power? Aside from that I personally think that active camouflage is much more believable than infantry sized cloaking devices. |
Shijima Kuraimaru
WarRavens
178
|
Posted - 2013.03.24 08:50:00 -
[33] - Quote
RINON114 wrote:Shijima Kuraimaru wrote:Well the way I see it, everything we use in dust has a similar counterpart from Eve. Why would cloaks be any different? Because the ships in EVE are vastly larger and able to draw on more power? Aside from that I personally think that active camouflage is much more believable than infantry sized cloaking devices.
Only the Devs know and as far as I can tell, they haven't said anything. |
XXfootnoteXX
DUST University Ivy League
155
|
Posted - 2013.03.24 08:58:00 -
[34] - Quote
Shijima Kuraimaru wrote:RINON114 wrote:Shijima Kuraimaru wrote:Well the way I see it, everything we use in dust has a similar counterpart from Eve. Why would cloaks be any different? Because the ships in EVE are vastly larger and able to draw on more power? Aside from that I personally think that active camouflage is much more believable than infantry sized cloaking devices. Only the Devs know and as far as I can tell, they haven't said anything.
They let it leak. The cloaking is going to be a deployable modual. So think like the bubble the nano hive makes. Inside that area would be a cloaked area. |
RINON114
B.S.A.A.
70
|
Posted - 2013.03.24 12:24:00 -
[35] - Quote
XXfootnoteXX wrote:Shijima Kuraimaru wrote:RINON114 wrote:Shijima Kuraimaru wrote:Well the way I see it, everything we use in dust has a similar counterpart from Eve. Why would cloaks be any different? Because the ships in EVE are vastly larger and able to draw on more power? Aside from that I personally think that active camouflage is much more believable than infantry sized cloaking devices. Only the Devs know and as far as I can tell, they haven't said anything. They let it leak. The cloaking is going to be a deployable modual. So think like the bubble the nano hive makes. Inside that area would be a cloaked area. Links or it didn't happen. |
iceyburnz
Crux Special Tasks Group Gallente Federation
404
|
Posted - 2013.03.24 13:14:00 -
[36] - Quote
So basically,
its not out yet and people are crying NERF!
You guys. |
Shijima Kuraimaru
WarRavens
178
|
Posted - 2013.03.25 01:45:00 -
[37] - Quote
RINON114 wrote:XXfootnoteXX wrote:Shijima Kuraimaru wrote:RINON114 wrote:Shijima Kuraimaru wrote:Well the way I see it, everything we use in dust has a similar counterpart from Eve. Why would cloaks be any different? Because the ships in EVE are vastly larger and able to draw on more power? Aside from that I personally think that active camouflage is much more believable than infantry sized cloaking devices. Only the Devs know and as far as I can tell, they haven't said anything. They let it leak. The cloaking is going to be a deployable modual. So think like the bubble the nano hive makes. Inside that area would be a cloaked area. Links or it didn't happen.
I hear it's not a deployable cloak, its a deployable shield bubble. But you know how rumors are. |
CODE Breaker93
Planetary Response Organisation Test Friends Please Ignore
18
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Posted - 2013.03.25 02:36:00 -
[38] - Quote
As for the clocking appearance it could be like the clocking in ghost recon future soldier. Hard to see from a far and if you're not paying close attention but if close enough or if you are paying attention some what easy to spot.
http://m.youtube.com/index?&desktop_uri=%2F |
The Robot Devil
BetaMax. CRONOS.
24
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Posted - 2013.03.25 08:01:00 -
[39] - Quote
Shijima Kuraimaru wrote:Well the way I see it, everything we use in dust has a similar counterpart from Eve. Why would cloaks be any different?
+ù10
Look up the types of cloaking devices in EVE and the ships that fit them. We should not loose defensive capabilities for a cloak. We should loose the ability to fight for a short amount of time with low grade skills and mods. We only want people who are high skill level to have the best cloak because if you have spent all that time, SP and ISK on a cloak then you have the right to be able to decloak kill and run. That is the point of the cloak that and Intel. The differences between the Helios and Nemesis Gal. ships are a good example. The Helios is a scout ship that has a role bonus that allows one to fit a cloak that has little to no speed drop and the recloak time is almost zero. The Nemesis allows the same type of cloak to be used but the recloak has a timer but there is a zero wait time to target because it is a stealth bomber not a scout ship. The problem with this thread is not how the cloak should work but the role bonuses from dropsuits. We need to remember that we really only have four suits and they each only have two core types. Frigates in EVE have multiple hull types with each type having a different role bonus, stats and look(not just color) and on top of the tier one ships we have more ships that are more specialized. None of the ships in each class are better than the others they just play different roles. Finally, the cloak should take a high slot and should be a total cloak. What is the point of a cloak if you can see it? Active camouflage would be a better name for a cloak that doesn't make you totally invisible. |
Daedric Lothar
Onslaught Inc
21
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Posted - 2013.03.25 11:42:00 -
[40] - Quote
I would love to see cloak, I think its very nice, I can see some fun times waiting, cloaked, with a shotgun for someone to hit that 5M range you suggested. However if the cloak kills shields and stuff like that most the assault types won't use it which relegates it to... the sniper. And snipers with cloak will just make people cry and tip it to the unbalanced side |
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Halador Osiris
Dead Six Initiative Daringly Inserting Large Dangerous Objects
86
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Posted - 2013.03.25 12:45:00 -
[41] - Quote
Jathniel wrote:Tidaen wrote: See, I like the idea of being able to run while cloaked but I feel like there needs to be some element of danger that runs the risk of decloaking early. Perhaps an active scanner module would be the suitable hard counter instead. Perhaps instead of a radius, it could be modified into 'if you physically bump into an opponent'. I really like your ideas about different variants, it would make things interesting. Can you imagine if people started setting up heavies to sit in cloaking fields along road ways and corridors? the forum rage would be epic. I like it.
Yeah, the tears would be wonderful. lol, but I see what you mean about adding an element of danger to it. How about instant shield failure if you are shot WHILE your cloak is active? Players storming around objectives can fire some rounds into spaces around them, to make sure it's clear. This rewards them for being thorough, and prevents people from behaving wrecklessly with the cloak. I really like how CCP tends to explain everything. They didn't have to say that a rep tool has a swarm of nanites that repair the structure, they could have just said it's a magical armor healing gun. But they didn't.
Because of this, whenever I hear requests I think of how CCP could explain it, and honestly this one was pretty easy. The cloak is actively projecting a field a very short distance around you. As such, it has to analyze everything in that area. The bullets would overload the sensor, meaning that any incoming or outgoing fire would overload the cloak and cause it to fail. If you wanted to go far enough, you could say that sprinting will overload it too. |
Galrick M'kron
Sand Mercenary Corps Inc.
19
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Posted - 2013.03.27 09:04:00 -
[42] - Quote
Maybe we should disregard the shield-drain, and instead give the cloak its own power supply, like in TF2. It takes up an equipment slot, but is activated more like an active module. While cloaked, you cannot use weapons or attack, and getting hit makes your outline shimmer briefly. The basic cloak runs out in about 15 seconds (draining power at a 50% higher rate while sprinting), and takes 30 seconds to fully charge up again (You can activate it during this time, at the expense of cloak duration). You can still be potentially picked up on radar, which gives scouts a huge advantage while using this module, as its low scan profile would probably mask it completely (Therefore it would be extremely useful to scouts and less so to other suits without having to have a suit-specific PG/CPU reduction). Higher level cloaks would have better durations, and some special cloaks could have different effects such as faking your death, at the expense of a smaller power supply. |
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