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Thread Statistics | Show CCP posts - 27 post(s) |
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Posted - 2013.03.26 16:26:00 -
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CCP Wolfman wrote:The cloak is an equipment item with an activation time and a cooldown. You canGÇÖt perform actions such as firing or hacking whilst cloaked. It is not finished so IGÇÖm very interested to hear your ideas on it before it is :-)
It needs a movement penalty, something like 25% for scouts and 50% for logi/assault. Running should decloak as well as taking any damage or coming within 5 to 10m of another player. Being detected with an active scanner should be considered as a decloaking method. Making it a only activated when held is probably the best way to balance its activation, still needs a 10 second cooldown on reactivation though. The idea of making it PG/CPU intensive is utter garbage unless scouts get some sort of bonus to mitigate that. It is hard enough to fit stuff on a scout suit as it is, it would be complete nonsense to basically lock them out of a module that is specifically made with them in mind. |
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Posted - 2013.03.28 15:44:00 -
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Tyrin Tonious wrote:BursegSardaukar wrote:Halador Osiris wrote:La Fortune wrote:Why not have the cloaking device work the opposite way, the faster you go, the more cloaked you are. Sanding still renders you visible. This means as a scout, when you sprint across the map, you're a ghost, but when you stop to hack you become completely exposed. This also means snipers are able to get into position quick without being seen, but will be completely exposed when they camp up. Puh-LEEZ CCP This sounds awesome IMHO, and I don't even use scout suits. This would infact be a cool idea for a passive cloaking module. For an active, you would just be constantly cloaked, maybe the active device could be like a cloaking bubble that could be deployable too, hide a medic in it or something. For passive, the movement from the suit generates a distortion or something that provides that passive cloak the "power" it needs or whatever to cloak the user. For lore purposes. Mods could include batteries or field enhancers to either A extend the time it takes to decloak or decrease the time it takes to charge up to cloak the user or provide better cloaking which will render the user more "invisible" with less distortion which could possibly give away the users position.
What is wrong with you people? Are you all so blinded by "cool" factors that you cant see an idea that would make something obviously OP? Let me tell you how cloaks would work if you could run with them, and if they worked better while running. A shotgun scout runs behind your line cloaked unbeknownst to any of your team. Said scout proceeds to decloak and start one-shotting your entire line from behind; scout then reloads. All of these actions amount to right around, or more than, the 10 second cooldown timer to reactivate the cloak. So now the scout recloaks and rolls off in the sunset, with their multiple 12% speed mods, untouched by anybody.
Furthermore, the lore and physics behind the idea are assinine. A cloak could function in a number of ways, but the most accepted methods are the bending of light as well as a kind of cameras and screen kind of thing where little cameras constantly display your surroundings on little screens setup on your person. In either of these methods moving faster would cause a huge disturbance in the effectiveness of your cloak. The bending of light around a moving object is hard enough, but it would grow more effective as the object moves faster? No. Even the cameras option, the cameras would not be able to project images fast enough the faster the object moves.
Please think about things before going "ewwwwwww, ahhhhhhhhh. Thats so cool, please make this item obviously OP." |
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Posted - 2013.03.28 20:02:00 -
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La Fortune wrote: As for the lore, that adapts to whatever works for gameplay, but in EVE a weakness of cloaking devices work in that if you get close to another object, it decloaks you. If we apply that logic to my version of the cloak, this means you become visible when standing still and visible if you get within X amount of metres of another player/vehicle.
How does applying that logic equate to stading still makes you decloak? Do you even see how faulty your logic is here? This seems to be a clear cut case of "its cool and I want it" or "I can benefit from it being made this way" to me. Youre not really thinking about game balance at all.
Edit: Furthermore, to point out how assinine your logic is, cloaks in EVE have movement penalties. So how do you apply that to your "moving faster makes you cloak better" BS. |
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Posted - 2013.03.28 20:45:00 -
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La Fortune wrote: I have however played a lot of online games with the traditional moving slow cloak, and it just doesn't seem suitable to the fast gameplay in DUST.
We obviously arent playing the same game.
La Fortune wrote: What I would like to see from you is an argument why the traditional form of cloaking, or your own version is more balanced, or superior. I mean it's fine to disagree with my idea, but at least put some effort into a constructive counter argument please.
Ive already given you that, youre obviously just too ignorant to comprehend it. |
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