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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Reav Hannari
Red Rock Outriders Red Rock Consortium
425
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Posted - 2013.03.25 16:58:00 -
[91] - Quote
Now that we've seen what looks like Gallente Assault suit with Scrambler Rifle and Plasma Cannon in today's IGN video can we get the next dev blog please? |
Beren Hurin
OMNI Endeavors
293
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Posted - 2013.03.25 16:59:00 -
[92] - Quote
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 :-)
Things you WILL be able to do while cloaked I assume...
- Passively scan/ping players for your team - detonate explosives (unless it is equipment that has to be 'in hand') - climb ladders without fear of being sniped
I assume it could be subject to flux grenades...
Will it roll out as a module for vehicles at the same time as dropsuits? I've seen the black ops vehicles and always been interested in them...blackops dropship
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Corvo The Shadow
Regime Of Shadow Marines
30
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Posted - 2013.03.25 16:59:00 -
[93] - Quote
Lookes pretty rad will there be any more to come in the next expansion |
Beren Hurin
OMNI Endeavors
293
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Posted - 2013.03.25 17:00:00 -
[94] - Quote
Prangstar RND wrote: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 :-) Create a way for opponents to overload enemy cloaking devices, possibly doing damage when overloaded.
Flux grenade...affects enemy electronics? |
G Torq
ALTA B2O
107
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Posted - 2013.03.25 17:01:00 -
[95] - Quote
Beren Hurin wrote: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 :-) Will it roll out as a module for vehicles at the same time as dropsuits? I've seen the black ops vehicles and always been interested in them...blackops dropship
Yes, very critical and valid question: Will we see vehicle modules for same, or only dropsuit modules (for now....) ? |
Shadowswipe
WarRavens
24
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Posted - 2013.03.25 17:03:00 -
[96] - Quote
Will profile Dampening reduce the active scanner's negative effect of showing you on the map? |
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CCP Wolfman
C C P C C P Alliance
163
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Posted - 2013.03.25 17:06:00 -
[97] - Quote
it will :-) |
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Iron Wolf Saber
BetaMax. CRONOS.
3220
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Posted - 2013.03.25 17:06:00 -
[98] - Quote
I would like cloaking to be a hand held device (verses the cortex, think of it as activating the scanner to allow the field to calculate its imagry stealthing)
Swapping weapons would take time but it would serve as a good enough delay.
Now only if there was a way to harden oneself from melee damage. |
EnIgMa99
Imperfects Negative-Feedback
245
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Posted - 2013.03.25 17:09:00 -
[99] - Quote
Shadowswipe wrote:Will profile Dampening reduce the active scanner's negative effect of showing you on the map?
Im kinda digging this^ |
Booby Tuesdays
THE DOLLARS
46
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Posted - 2013.03.25 17:09:00 -
[100] - Quote
CCP Wolfman wrote:There will be no sticking of the gun through the field to fire, that would suck :-) Repair tool usage is undecided. Grenades currently canGÇÖt penetrate. They will have similar properties to normal shields in terms of damage resistance. I really hope the shields can take more damage than a standard infantry shield. With everyone stacking damage mods, shields already melt away with the quickness. As a logi, there would be no way I could put up a shield and start reviving and repping a couple squadmates before the enemy eats through that shield. Perhaps make it have the equivalent HP of a midrange LAV shield? To everyone freaking out about invisible snipers, as soon as you shoot, the cloak disappears. This cloak will probably take a bit to recharge. During this time it's sniper hunting season! Also, it sounds like even though they may be invisible, they will still show up on your HUD when you scan over them. |
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GeneralButtNaked
ZionTCD Legacy Rising
252
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Posted - 2013.03.25 17:09:00 -
[101] - Quote
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 :-)
Well, I already gave you a few of my ideas, but I was thinking of a few more. I'll throw them all in one post.
First, it should have high CPU/PG costs, enough so that you need to make real sacrifices on your high power modules to run the cloak. Having a shield tanked invisible scout would be a little much. To me it is extremely important that the cloak only be used for aggressive players who are going to use it to maximum effect by getting in near to the enemies and either providing info, or performing hit and run style attacks.
Second, I really agree with limiting it to certain suits, because as I said before, having a stealth logi who can drop his stealth and rez and recloak will be a little weird. Assault and scout only would seem optimal.
As far as charge/power up time, would it be possible to have two different timers? One long startup, but if you get fluxed, you only have to wait half that time for it to come back on maybe? That way, the stealth user has to stop, activate, and then go stealth, but they don't get completely boned by a single flux. The lore behind it could be something to the effect that the initial startup requires the device to assimilate the information about the environment to create a suitable mirage, but it has sufficient memory to create a new mirage if the device gets interrupted.
I'll think on it more as I play today, and come back with some more feedback later. |
Beren Hurin
OMNI Endeavors
293
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Posted - 2013.03.25 17:09:00 -
[102] - Quote
CCP Wolfman wrote:it will :-)
We love your enthusiasm and willingness to engage us CCP Wolfman but sometimes not having quotes from who you are replying to may make us ask the same question multiple times, or get confused by your replies. Would you mind quoting who you are responding if you please? Thanks! |
Vrain Matari
ZionTCD Legacy Rising
458
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Posted - 2013.03.25 17:10:00 -
[103] - Quote
CCP Wolfman wrote:Sprinting/walking/crouching does not have an impact on whether or not you show up on the enemy minimap. Different dropsuits do have different signatures (with the scout having the lowest) that make you more or less likely to be picked up by an enemy scan. You can of course influence this with modules and the better the scanner the harder it will be to hide from it. Thank you for laying that ghost to rest, Wolfman. That piece of info has been a long time coming. And I can stop walking up to objectives now ;)
Having said that, a slightly richer stealth mechanic would be welcome, i think - has there been any talk of enriching the stealth system? |
Kevall Longstride
DUST University Ivy League
137
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Posted - 2013.03.25 17:12:00 -
[104] - Quote
Sounds cool.
The requests for scanner mechanics seems to be popular.
We at D-UNI would be keen to know this kind of information finally so we can start putting classes together for this or at the least a Wiki page. |
EnIgMa99
Imperfects Negative-Feedback
245
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Posted - 2013.03.25 17:15:00 -
[105] - Quote
with all these announced features and conquest announced, i am flipping my sheet |
Beren Hurin
OMNI Endeavors
293
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Posted - 2013.03.25 17:17:00 -
[106] - Quote
GeneralButtNaked wrote: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 :-) Second, I really agree with limiting it to certain suits, because as I said before, having a stealth logi who can drop his stealth and rez and recloak will be a little weird. Assault and scout only would seem optimal. I'll think on it more as I play today, and come back with some more feedback later.
Going to have to disagree on the suit limitations. I think the cooldown will probably solve your concern. How would you feel if the logi had to wait, 10 seconds or so before being able to 're cloak'. What they haven't mentioned yet is movement penalties, which are a factor in Eve, but splash damage of a known location of a logi cloak might be enough to knock them off.
IMO having a logi equipped with a cloak would be a zero sum game as they AREN"T equiping something else, it will have high CPU/PG requirements meaning less effective other equipment/weapons on the logi. My guess will be that it's optimal use will be on the T2 scout dropsuit.
Its utility will also be a function of how long it can be effective. The shorter it is the more it will likely be a sort of 'use to get cover' capability, the longer it is the more it will actually be used for aggressive action. |
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CCP Wolfman
C C P C C P Alliance
166
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Posted - 2013.03.25 17:23:00 -
[107] - Quote
Ok chaps, its gone 1am here in Shanghai and I'm afraid I need to get back to my cave for some sleep. IGÇÖll check back in tomorrow and answer some more questions. Thanks for sharing your ideas and opinions, it all helps us a lot :-) |
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Captain-Awesome
Internal Error. Negative-Feedback
366
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Posted - 2013.03.25 17:24:00 -
[108] - Quote
I half agree with nova, it should be for positioning only, but it shouldn't restrict you from firing completely.
as was previously said, would be great to have the opportunity to shoot with it, BUT causing your shield to overload and go to armor only.
This should be a defensive weapon and give no advantage other than for positioning, if you want to enter a battle with it - that's fine, but it should come with a big price on using it while cloaked. I would say using any equipment, weapon or activity with it should cause damage. (maybe from lore perspective, it's interacting with another substance / unaligned object that causes the overload?)
also wolfman I gave you a like... I don't agree with having more likes than a dev. |
GeneralButtNaked
ZionTCD Legacy Rising
252
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Posted - 2013.03.25 17:27:00 -
[109] - Quote
Beren Hurin wrote:
Going to have to disagree on the suit limitations. I think the cooldown will probably solve your concern. How would you feel if the logi had to wait, 10 seconds or so before being able to 're cloak'. What they haven't mentioned yet is movement penalties, which are a factor in Eve, but splash damage of a known location of a logi cloak might be enough to knock them off.
Fair point, although that is all up in the air, as we won't get a better idea of the timers, and req's until much later.
I personally think they could make the limitations just by having high CPU/PG requirements. No logi would run a cloak if it meant having to reduce his other modules. It would still leave open the possibility of a stealth logi running proxy mines at match start though, which is an interesting tactical option.
Even if you don't limit it to a suit type, as long as you make the costs of using it high, it should have the same effect.
But really, given how a logi should almost always be repping, throwing down hives, are rezzing, there would be very little opportunity for them to cloak up anyway.
As for damage knocking off the cloak, I actually disagree. I think if the effects team can do it, it should alter the cloak visual, but not drop it. Only flux grenades should do that. The cloaked user would still take damage, but not have the cloak fail. |
S Park Finner
BetaMax. CRONOS.
107
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Posted - 2013.03.25 17:31:00 -
[110] - Quote
Kevall Longstride wrote:Sounds cool.
The requests for scanner mechanics seems to be popular.
We at D-UNI would be keen to know this kind of information finally so we can start putting classes together for this or at the least a Wiki page. I have to admit to some frustration about things like this.
I asked questions about the relationship between scanning skills, modules and scan profile earlier in the thread and didn't get even an acknowledgement of the questions. I've searched for dev responses to anything similar and didn't see anything. Those things would seem to underlie a lot of how the scanner itself will work -- that's why I asked in this thread.
WolfMan was good enough to provide a little clarification of the impact of movement, shields and firing on scan profile. And that put to rest a lot of false rumours. But I'm don't understand the black hole of information on interaction of skills and modules. Even a "we're still working it out and we don't want to say anything because it will change" would be helpful.
I can appreciate CCP wanting us to have an MMO-like investigation of how things work but if that's the case then "Figure it out for yourself" as a policy would be nice to see too
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Tiel Syysch
Imperfects Negative-Feedback
669
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Posted - 2013.03.25 17:33:00 -
[111] - Quote
I only want to see the cloak useful for mobility purposes, not as an offensive item. It should be equipment that you have to actively hold for it to turn on. You have to turn it off and then switch to your weapon to be able to shoot someone. I'm not sure whether it should restrict someone from R3 melee as well, to prevent someone from stacking melee damage mods and just invisipunching people.
This game will be ******* stupid if you allow snipers to line up a shot while invisible. |
Nova Knife
Seituoda Taskforce Command Caldari State
814
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Posted - 2013.03.25 17:36:00 -
[112] - Quote
Tiel Syysch wrote:I only want to see the cloak useful for mobility purposes, not as an offensive item. It should be equipment that you have to actively hold for it to turn on. You have to turn it off and then switch to your weapon to be able to shoot someone. I'm not sure whether it should restrict someone from R3 melee as well, to prevent someone from stacking melee damage mods and just invisipunching people.
This game will be ******* stupid if you allow snipers to line up a shot while invisible.
I totally forgot to mention that.
Yeah... Invisi-punching people with the cloak thing in your hand would be pretty bad. IMO at ranges that close you should just get decloaked due to the proximity of the scanner. Getting within like 5-10m of someone should decloak you regardless of each other's fitting. |
D Roc43
L.O.T.I.S. Legacy Rising
9
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Posted - 2013.03.25 17:42:00 -
[113] - Quote
Tiel Syysch wrote:I only want to see the cloak useful for mobility purposes, not as an offensive item. It should be equipment that you have to actively hold for it to turn on. You have to turn it off and then switch to your weapon to be able to shoot someone. I'm not sure whether it should restrict someone from R3 melee as well, to prevent someone from stacking melee damage mods and just invisipunching people.
This game will be ******* stupid if you allow snipers to line up a shot while invisible.
Yeah the mechanic for it definitely needs to work like an "hands on" equipment slot. If you are actively cloaked your character should be holding the device actively using it so that no insta kill headshot can be lined up. The second the character switches to his gun or any other sort of equipment the cloak should drop. Otherwise this game will turn into sniper wars 2.0 |
Captain-Awesome
Internal Error. Negative-Feedback
366
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Posted - 2013.03.25 17:45:00 -
[114] - Quote
Tiel Syysch wrote:I only want to see the cloak useful for mobility purposes, not as an offensive item. It should be equipment that you have to actively hold for it to turn on. You have to turn it off and then switch to your weapon to be able to shoot someone. I'm not sure whether it should restrict someone from R3 melee as well, to prevent someone from stacking melee damage mods and just invisipunching people.
This game will be ******* stupid if you allow snipers to line up a shot while invisible.
I can definitely work more with this ontop of novas idea, makes for a much better situational instance. (should I enter combat consciously...)
definitely in support of this. |
Skihids
The Tritan Industries
1092
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Posted - 2013.03.25 17:55:00 -
[115] - Quote
Will the shield and/or any of our other equipment modules be retrievable?
If so a logi might be persuaded to equip one to drop when reviving a fallen teamate. If it was essentially a one use item it wouldn't be worth sacrificing the slot for it. |
2-Ton Twenty-One
Imperfects Negative-Feedback
348
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Posted - 2013.03.25 17:57:00 -
[116] - Quote
Tiel Syysch wrote:I only want to see the cloak useful for mobility purposes, not as an offensive item. It should be equipment that you have to actively hold for it to turn on. You have to turn it off and then switch to your weapon to be able to shoot someone. I'm not sure whether it should restrict someone from R3 melee as well, to prevent someone from stacking melee damage mods and just invisipunching people.
This game will be ******* stupid if you allow snipers to line up a shot while invisible.
+1 |
ZiwZih
The Tritan Industries
93
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Posted - 2013.03.25 18:25:00 -
[117] - Quote
Nova Knife wrote: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 :-) If you can't shoot... Make it like a nanohive where you need to hold the cloaking thing to remain cloaked. A normal gun you could still sort of line up a shot... but for sniper rifles this makes a massive different to prevent sniper lamesauce. Also prevents shotgun and nova knife lamesauce to a lot of degrees. Being able to instantly shoot after cloak 'turns off' is almost just as bad as being able to take that first shot while cloaked. Cloaks should be a positional tool. Ideally If person B is watching the back of person A whom you're flanking just as you decloak.. Player B should be able to shoot you just about the same time you're starting to shoot their friend. Not after their friend is already dead because : trololol surprise: Cloaks should basically just be tools to help evade redlines and position yourself favorably. I abhor the idea of them being an offensive tool rather than a positional tool. Please note : This is me telling you that something that would greatly improve my personal playstyle will be overpowered as hell from all description you've released so far. I love the idea of cloaks, but done wrong they can completely ruin a game by being too good... or conversely just be completely useless. I want to kick ass because of merit, not because the things I use are broken as hell :( Ideal cloak implementation IMO is as follows: -Active scanner/dropsuit scanner detects and decloaks someone and increases cooldown -Being shot while cloaked decloaks someone and increases cooldown -Cloak active length is not limited, 10-25s cooldown starts after deactivation -De-activation has a quiet, yet audible noise to alert nearby people who are very alert (Similar to the terrifying hum of charged knives) -No weapon can be equipped while cloaking; ideally accomplished by making the cloak an equipment piece the player must hold in their hands to use -Cloak increases scan profile somewhat. Penalty to profile reduced by skill level in cloaking -Always visual distortion, only amplified to be 'super visible' while sprinting: This is mitigated by being more susceptible to scanners of all varieties. You won't be able to get close to anyone cloaked if they have good/decent scanner modules on their suit, or are using active scanners to look for people. Active scanners should be the direct hard-counter and force people to decloak easily unless a player sacrifices all of their module slots to prevent this. - Expanding on last point : When facing two max skilled players against each other at close range the scanner should always win. At longer ranges like 50-60m+ the cloaker should win out as the scanner should be less effective. -Any suit should be able to use the cloak, provided it has equipment slots. Effectiveness and ease of detection is then related to scan profile. IE: The new heavy suit could get a cloak, but getting inside anyone's scan radius would pretty much instantly decloak him because his scan profile is so high -Getting within extremely close range of another player (5-10m or so) should decloak a person regardless of each player's fit. -The cloak module should have a very steep melee damage reduction modifier, to prevent people from just running around smacking people with it while they have damage modifiers for melee stacked -Unable to throw grenades while cloaked (Make up whatever lore you like. Need both hands to power the thing from your suit or something like that.)
This is excellent post. If we are about to get cloaks dear CCP, try hard and implement them right from day one. |
crazy space 1
ZionTCD Legacy Rising
956
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Posted - 2013.03.25 18:27:00 -
[118] - Quote
I think it would be more useful to have an active scanner that you placed like a nanohive or drop uplink and would pulse auto once every 20 seconds or 30 seconds without skills.
just my suggestion |
crazy space 1
ZionTCD Legacy Rising
956
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Posted - 2013.03.25 18:29:00 -
[119] - Quote
CCP Wolfman wrote:The shield is stationary, enemy fire can't penetrate... to a point. You can however walk straight through the field and take care of business. But can ANY fire penetrate the shield? As in can my own weapons fire go through? |
crazy space 1
ZionTCD Legacy Rising
956
|
Posted - 2013.03.25 18:34:00 -
[120] - Quote
CCP Wolfman wrote:Scan angle and range varies per scanner. You can see that on the minimap. You will see the blips on the minimap and 3D HUD along with a GÇ£ratingGÇ¥ of how successful the scan was. It will also be shared with your squad. OMG thank you so much! |
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