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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Tyrin Tonious
Wraith Shadow Guards
8
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Posted - 2013.03.27 19:56:00 -
[211] - Quote
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. |
Rigor Mordis
Imperial Populicide Legion
7
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Posted - 2013.03.27 21:34:00 -
[212] - Quote
Awesome! This will bring a refreshing new element into what is becoming mundane. I am excited about the new equipment, or the rebuild of some old equipment, but I still have to disagree with the blog's opening statement because: 1. The big guns are likely to be accompanied with the good equipment if they do not possess it themselves; 2. The advantages equipment provides is moot when outgunned. A. Several of the people currently playing are oblivious to uplinks and downed teammates. B. Firepower always cuts through repairs and repairer is defenseless when repaired can't damage firepower. C. The spawning process, depending on which of the two current game modes one is playing, doesn't allow the spawn sufficient time and/or space to defend oneself much less deploy equipment or activate a module; 3. In the current build, within the two game modes being offered and their structures, the bigger/better guns not only win a majority if not all the time (which is understandable to a degree) but one side is winning by 50+ clones or in redline fashion 90% of the time (not good).
I realize that a good team with good communication skills and a solid strategy can help to balance these things. But that's only HELP to balance. I'm not worried bout me (Mr. 1.0) or anyone else who has decided to give it a go. I'm concerned that newcomers will give it anywhere from an hour to a day or so before they denounce it as crud. Since it is f2p, they will not feel obligated to put a week into it being it is not a rental and they can just delete it altogether never to be seen or heard again. I don't think this game will be a successor at least fulfill its potential until there are .5 mil playing online at peak hours at all times. At or near that threshold is what would classify DUST 514 as a top-tier FPS in my opinion. This threshold likely will not be met and if it is, then not held for long, if the structure of the existing battle formats is not changed or alternatives (other than in IB and FW) are not offered.
A couple of ideas to alleviate blowout boredom: 1. One or two neutral spawn points. A member of either team can spawn in a centralized or neutral location(s). and/or 2. A spawn damage delay. 2.5 seconds where one cannot take nor deal any damage. This would make the spawn campers rethink their positioning and their ammo situation. It would create a grenade and RM cluster**** but would give spawns a chance to accomplish something. When one spawns, the screen shouldn't just go from black to lying on the ground dead. Especially, when your hard earned ISK or, even worse, your unwisely spent AUR (real $) is being spent on it!
I like the cloak. I think it is well-thought and it will be interesting to see its duration and cooldown. Then see the overall effect it has on a battle. I think it will make a huge difference in the mercenary ambush fights.
I'm not real sure about the shield. From what I gather, if you are caught in the scenario that the blog describes, it will only delay the inevitable for a few seconds. Still excited to see it in action though.
I think nanohive sales will always be at the top. It provides an essential service and awards the most WP, or at least most WP potential in my opinion. I'm ready to see the active scanner. I wasn't around early on so this will answer one of my prayers.
Someone was questioning headshot bonuses. This is a FPS right? Anyway, the logic for most is: Why would a headshot NOT give a bonus when a shot in the foot can kill or even damage someone? To incorporate my imagination: The resulting pressure from impact to the head cannot be sustained by the neck even though shields resists damage. Also, the cranial armor is thinner thus can be seen through. |
RHYTHMIK Designs
BetaMax. CRONOS.
58
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Posted - 2013.03.27 21:35:00 -
[213] - Quote
Tyrin Tonious wrote:
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.
.
Once again...V-device SP from Lost Planet 2. I really wish I had some video capture equipment to show you guys. |
Sylwester Dziewiecki
BetaMax. CRONOS.
36
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Posted - 2013.03.28 11:36:00 -
[214] - Quote
CCP Wolfman, I have question related to active scan detection in next build:
- Will scanners spot equipment like nanohive, dropuplinks, remote explosive or prox. explosive?
- What signature those items have?
- Will it be able to makes less-detectable traps with explosive?
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RECON BY FIRE
Internal Error. Negative-Feedback
80
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Posted - 2013.03.28 15:44:00 -
[215] - Quote
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." |
La Fortune
Terranauts
46
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Posted - 2013.03.28 19:04:00 -
[216] - Quote
RECON BY FIRE wrote: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."
I honestly think that if a scout can pull that off, they deserves those kills. It's still possible to see his/her signature, so even though they're invisible, you'll still get that chevron and minimap icon. If a team lets a shotgunner kill them all in the back within 10 seconds, that's not OP, that's a stupid team. You also forget that in your example, the shotgunner has to decloak before he can pull out the shotgun, which would at least be a second or two of moving about fully visible with their pants down.
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.
So what does this mean?
- Standing still makes you visible = Can't snipe with it.
- Running near a player makes you visible = If you intend to shotgun someone, they'll be able to see you before you get into optimal range.
- Gunning at a distance with AR/LR will of course decloak you = Surprise attack, but easily counterable.
So instead we have a defensive module that lets you get into positions quickly and stealthily. Easy when you think about it.
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RECON BY FIRE
Internal Error. Negative-Feedback
80
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Posted - 2013.03.28 20:02:00 -
[217] - Quote
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. |
La Fortune
Terranauts
46
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Posted - 2013.03.28 20:28:00 -
[218] - Quote
RECON BY FIRE wrote: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.
In addition to* It's not a hard concept to grasp, two penalties, standing/moving slowly and going near people/vehicles will decloak you. That's the gameplay mechanics.
I'm not a scout, I don't play stealthy, I chose this avatar simply because I'm Gallente. 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. I'm not thinking of this as a benefit to myself, but simply as an alternative view to a mechanic that has been done over and over the same way. I just want the cloaking device to be actually useful in the battlefield and open up more diverse tactics for people.
As for the lore, it's spatial distortion, it's not real therefore the lore is malleable. I could easily say that the ocular sensors in our helmets and on vehicle turrets are temporarily tricked by the cloaking equipment, but the effect is only at maximum effectiveness if you keep moving (because the ocular sensors take time to adjust) or if you get up close (because of the ocular sensor resolution). Complete bull, but that's lore really.
Also cloaking devices for starships are not the same for people.
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. |
RECON BY FIRE
Internal Error. Negative-Feedback
80
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Posted - 2013.03.28 20:45:00 -
[219] - Quote
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. |
La Fortune
Terranauts
46
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Posted - 2013.03.28 21:25:00 -
[220] - Quote
RECON BY FIRE wrote: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.
Then we agree to disagree. Both sides of cloaking have their pros and cons, I hope at least CCP will think outside the box with cloaking. I'd be at least interested in what other penalties, apart from movement, you could give to cloaking. |
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Rigor Mordis
Imperial Populicide Legion
7
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Posted - 2013.03.28 21:35:00 -
[221] - Quote
I think that the cloaking mechanics look pretty good "on paper". I will reserve full judgment for when I see it in action.
I thought someone mentioned a cloak bubble or something. I like this idea but I think it should be a cloak column, that dropships could fly through or into, instead. This would need to be a stationary piece of equipment placed on a flat surface in an open area as to not cloak parts of the actual map. It would also need a max quota like vehicles and only operate for a short amount of time. Only one or two could be operational at 1 time and the duration would be 45sec. to 1 min. It could come with a 5 or 10 point support bonus. SL still could follow heat signatures in but lockons would be prevented of-course. Firing inside the column would decloak the unit but not the entire column. I think this could be another element that would raise the importance of flux grenades.
Question: Will flux grenades or whatever (might be mistaken on the gr type/name) have an effect against cloaks? |
Aamanita Muscaria
One-Armed Bandits Atrocitas
1
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Posted - 2013.03.31 15:24:00 -
[222] - Quote
"W" ... as in waypoints?
I would also like to be able to hack an enemy's drop uplink or nanohives.
How about begins with a "C"? As in "claymore" ... desperately waiting for these! |
Heavenly Daughter
SyNergy Gaming
72
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Posted - 2013.04.01 14:10:00 -
[223] - Quote
I've seen in the blog a list of items to come, but one that wasn't listed was the plasma cannon shown in pictures released from a previous event, will this be a new weapon for the next build too.
H.D |
Mavado V Noriega
SyNergy Gaming
2630
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Posted - 2013.04.01 14:18:00 -
[224] - Quote
Heavenly Daughter wrote:I've seen in the blog a list of items to come, but one that wasn't listed was the plasma cannon shown in pictures released from a previous event, will this be a new weapon for the next build too.
H.D
yup was shown in video it took out the tank |
Spy Mouse
New Eden Space Pirates
13
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Posted - 2013.04.01 18:47:00 -
[225] - Quote
Aamanita Muscaria wrote:"W" ... as in waypoints? I would also like to be able to hack an enemy's drop uplink or nanohives. How about begins with a "C"? As in "claymore" ... desperately waiting for these! How would claymore be different to the proximity explosives? |
Garrett Blacknova
Codex Troopers
2332
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Posted - 2013.04.02 01:53:00 -
[226] - Quote
Spy Mouse wrote:Aamanita Muscaria wrote:"W" ... as in waypoints? I would also like to be able to hack an enemy's drop uplink or nanohives. How about begins with a "C"? As in "claymore" ... desperately waiting for these! How would claymore be different to the proximity explosives? Antipersonnel instead of anti-vehicle.
Obviously. |
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