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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
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CCP Frame
C C P C C P Alliance
553
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Posted - 2013.03.25 14:35:00 -
[1] - Quote
Immortal soldiers of New Eden,
CCP Wolfman discussed equipment in DUST 514 in the latest Dev Blog which you can read right here, on our website.
Feel free to post your comments in this thread! |
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Kovinis Sparagas
Final Fortress Happy Tree Fiends
60
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Posted - 2013.03.25 14:38:00 -
[2] - Quote
first!
P.S. "here" link doesn't work yet. And I don't see dev blog on the site. Am I too early?
EDIT: it' s on! |
Kaleid Quandda
Red Rock Outriders Red Rock Consortium
7
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Posted - 2013.03.25 14:40:00 -
[3] - Quote
I'm 'here' but it seems the dev blog isn't |
Sylvana Nightwind
Expert Intervention Caldari State
145
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Posted - 2013.03.25 14:44:00 -
[4] - Quote
You guys are quick. Link is in the post now. Refresh. (Ctrl+F5)
Also, nice dev blog :) Love the cloaking and scanner stuff in the next build! |
Yosef Autaal
Circle of Huskarl Minmatar Republic
66
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Posted - 2013.03.25 14:45:00 -
[5] - Quote
If the W equipment it mentions isnt webs I will be disappointed and have to sacrifice [CCP]FoxFour
^_^ |
Musta Tornius
BetaMax. CRONOS.
280
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Posted - 2013.03.25 14:46:00 -
[6] - Quote
Ahem, I do believe this thread is a duplicate to this one which was first https://forums.dust514.com/default.aspx?g=posts&t=65714&find=unread
even if the links are different the content is the same! GMs delete this offending thread, no duplicates allowed! |
Gridboss
BetaMax. CRONOS.
190
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Posted - 2013.03.25 14:46:00 -
[7] - Quote
\o/ Shield generators! |
G Torq
ALTA B2O
107
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Posted - 2013.03.25 14:48:00 -
[8] - Quote
Wish no more, with the shield generator youGÇÖll be able to deploy your own personal static shield bubble. Pretty handy when a ship is dropping bombs on your head from orbit or youGÇÖve been caught in the open by an enemy trying to melt you with a laser rifle. Would love more details on this - is it a single-use item, is the shield stationary ("personal static"), can bullets/shots go out but not in, can people move through it ...???
Details, moar details ... |
Liner ReXiandra
Zumari Force Projection Caldari State
22
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Posted - 2013.03.25 14:48:00 -
[9] - Quote
So we've got:
-Active scanner -Scrambler Rifle -Caldari AR -Vegetation -Racial versions of some current dropsuits and possibly more,
All lined up for the next build? Thats some serious and ambitious update. |
dust badger
BetaMax. CRONOS.
291
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Posted - 2013.03.25 14:48:00 -
[10] - Quote
Gridboss wrote:\o/ Shield generators!
as in deploy-able shield generator ? that sounds fun
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Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1764
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Posted - 2013.03.25 14:48:00 -
[11] - Quote
First. The dev blog is posted on the playstation blog site, not on the DUST blog site. Get your post right.
Second. Disappointing dev blog as it lacks a lot of information on what we don't already know. Though it was detailed enough regarding ths cloak and shield generator, it was still lacking in new content. |
Sylvana Nightwind
Expert Intervention Caldari State
147
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Posted - 2013.03.25 14:51:00 -
[12] - Quote
Maken Tosch wrote:First. The dev blog is posted on the playstation blog site, not on the DUST blog site. Get your post right.
Second. Disappointing dev blog as it lacks a lot of information on what we don't already know. Though it was detailed enough regarding ths cloak and shield generator, it was still lacking in new content. Some people are never happy. Ever. |
GarryKE
Psygod9
62
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Posted - 2013.03.25 14:52:00 -
[13] - Quote
Maken Tosch wrote:First. The dev blog is posted on the playstation blog site, not on the DUST blog site.
But it's not? http://dust514.com/news/blog/2013/03/equipment-is-your-friend/ |
lordjanuz
Norwegian Dust514 Corporation
92
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Posted - 2013.03.25 14:55:00 -
[14] - Quote
We still need timeframe on things, we get a active scanner, when?(new build when?). And shield generator and cloak is coming later , when? I would not say its to much to ask for. Do we get it before summer or after. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1764
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Posted - 2013.03.25 14:58:00 -
[15] - Quote
Sylvana Nightwind wrote:Maken Tosch wrote:First. The dev blog is posted on the playstation blog site, not on the DUST blog site. Get your post right.
Second. Disappointing dev blog as it lacks a lot of information on what we don't already know. Though it was detailed enough regarding ths cloak and shield generator, it was still lacking in new content. Some people are never happy. Ever.
I'm mostly happy, but it still lacks information. How does the cloak look like? What are its cool down times? What mechanics will the shield generator utilize? What is the other equipment with the letter 'w'? |
GarryKE
Psygod9
62
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Posted - 2013.03.25 14:58:00 -
[16] - Quote
lordjanuz wrote:We still need timeframe on things, we get a active scanner, when?(new build when?). And shield generator and cloak is coming later , when? I would not say its to much to ask for. Do we get it before summer or after. Before Christmas. |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
66
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Posted - 2013.03.25 14:59:00 -
[17] - Quote
Wow... I was excited for the next build BEFORE I read this dev blog.. I guess I'm double-plus excited now? |
Reav Hannari
Red Rock Outriders Red Rock Consortium
423
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Posted - 2013.03.25 15:01:00 -
[18] - Quote
i'm a strong supporter of CCP. Some even call me a 'fanboi'. However, these dev blogs have been pretty disappointing. This last blog only teased at new stuff while touching on things we've already had. The ones before covered behind the scenes tech which was interesting but told us nothing about the future of this game.
I'm concerned that the big content build/summer/fall/winter/2014 release is not shaping up well. I feel impending doom of Incarna levels.
The racial suit blog was only a week out well over a month ago. We've had no pictures of stuff that is finished in the current release cycle but waiting on other stuff.
Give us something concrete. Pics or it ain't happening.
Please. |
Sylvana Nightwind
Expert Intervention Caldari State
147
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Posted - 2013.03.25 15:02:00 -
[19] - Quote
http://blog.us.playstation.com/2013/03/25/dust-514-equipment-is-your-friend/ Go Five-star it too! :) And yeah... love every single bit of the dev blog... and I have question for CCP Wolfman: Are you going to change how deployable equipment works? Like... deploying uplinks and nanohives on rough terrain without the fear of them not working or bugging out? Or are you keeping them designed for flat surfaces? |
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CCP Wolfman
C C P C C P Alliance
134
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Posted - 2013.03.25 15:10:00 -
[20] - Quote
You'll need a reasonably flat surface, nanohives and uplinks need it to function correctly. This is sophisticated gear we're talking about, can't just throw it around any old how :-) |
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Exequien
Spartiaten
1
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Posted - 2013.03.25 15:12:00 -
[21] - Quote
"Cloaking field! Yeah!" |
Himalayan Mashface
Kittycat Company
0
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Posted - 2013.03.25 15:12:00 -
[22] - Quote
G Torq wrote: Wish no more, with the shield generator youGÇÖll be able to deploy your own personal static shield bubble. Pretty handy when a ship is dropping bombs on your head from orbit or youGÇÖve been caught in the open by an enemy trying to melt you with a laser rifle. Would love more details on this - is it a single-use item, is the shield stationary ("personal static"), can bullets/shots go out but not in, can people move through it ...???
Details, moar details ...
I'm interested in more info, too. I have put a lot of effort into perfecting my strategy of hiding behind a rock with a laser rifle and facerolling the back of my controller while still looking at the screen. It sounds like they plan to take that away from me and I'll actually have to learn how to play which is scary and makes me cry. I don't want to cry, so I need more details in order to prepare a lengthy post as to why this bubular defense should not go live.
On the flip side of things, it would be rather entertaining if after putting up the bubble, the merc can recall back to their last drop uplink spawnpoint.
_,,,_^..^_,,,_ HIMALAYAN -MASHFACE
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CCP Wolfman
C C P C C P Alliance
134
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Posted - 2013.03.25 15:18:00 -
[23] - Quote
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. |
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dust badger
BetaMax. CRONOS.
291
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Posted - 2013.03.25 15:26:00 -
[24] - 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.
so can you shoot out from the inside ? as that statement makes me think either as why "Enemy" fire can't penetrate |
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CCP Wolfman
C C P C C P Alliance
137
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Posted - 2013.03.25 15:29:00 -
[25] - Quote
No, don't worry, you can't shoot from the inside out. Laser boys would have a field day! |
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Pytonus
BetaMax. CRONOS.
12
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Posted - 2013.03.25 15:31:00 -
[26] - 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.
Withe a knife! Like in Dune! Awsome! |
Kain Spero
Imperfects Negative-Feedback
1174
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Posted - 2013.03.25 15:31:00 -
[27] - Quote
Will the deployable shield have a set duration or just set damage absorption before is disappears? |
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CCP Wolfman
C C P C C P Alliance
137
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Posted - 2013.03.25 15:32:00 -
[28] - Quote
That's really the only way to do it with style |
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Severus Smith
ZionTCD Legacy Rising
186
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Posted - 2013.03.25 15:33:00 -
[29] - Quote
CCP Wolfman wrote:No, don't worry, you can't shoot from the inside out. Laser boys would have a field day! I am assuming it's similar to the bubble shield from Halo 3. Surrounds you in a bubble and no fire (friendly or enemy) can penetrate it but you can walk through it. Lasts for X amount of time.
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CCP Wolfman
C C P C C P Alliance
137
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Posted - 2013.03.25 15:37:00 -
[30] - Quote
Similar yes, but the idea is that over time we'll be able to develop different types of shields with different applications. This is just where we're starting. |
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GeneralButtNaked
ZionTCD Legacy Rising
247
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Posted - 2013.03.25 15:37:00 -
[31] - Quote
Is the cloaking device going to require a boatload of CPU/PG?
Seems like the best way to balance the stealth advantage would be to require the sacrifice of other modules. I get that having it in an equipment slot takes away the ability of a scout to use an uplink, but I do not think that will be enough. |
G Torq
ALTA B2O
107
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Posted - 2013.03.25 15:39:00 -
[32] - Quote
Severus Smith wrote:CCP Wolfman wrote:No, don't worry, you can't shoot from the inside out. Laser boys would have a field day! I am assuming it's similar to the bubble shield from Halo 3. Surrounds you in a bubble and no fire (friendly or enemy) can penetrate it but you can walk through it. Lasts for X amount of time. Yeah Resistance had a similar thing, but where a specific weapon (the Auger) could shoot through in both directions. Wraith HMG had a portable version, where the business-part of the HMG stuck out ...
Overall , I think I like this shield, will be good to drop before hacking, or just to cover a section against incoming fire. |
Severus Smith
ZionTCD Legacy Rising
186
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Posted - 2013.03.25 15:39:00 -
[33] - Quote
CCP Wolfman wrote:Similar yes, but the idea is that over time we'll be able to develop different types of shields with different applications. This is just where we're starting. Its a great place to start. I know I'm looking forward to it. (Even though I play a Heavy so it will just make killing those pesky Proto Assaults even harder)
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Kushmir Nadian
Valor Coalition RISE of LEGION
99
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Posted - 2013.03.25 15:39:00 -
[34] - Quote
Thank you for answering our questions, does the addition of the active scanner mean we'll now get the full info on how detection works as a whole?
We still dont know if sprinting/walking/crouching makes us show up on an enemy minimap and how far away we can detect others. also how each suits differs in detection.
P.S. Fingers crossed that the 450% headshot modifier for scrambler pistols gets fixed in the next build. |
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CCP Wolfman
C C P C C P Alliance
141
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Posted - 2013.03.25 15:43:00 -
[35] - Quote
It's certainly not something you can just casually fit. ItGÇÖs still in development, but the idea is that certain dropsuits will be better suited for its use than others. We don't want to see, or should I say not see, a whole team using it :-) |
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Severus Smith
ZionTCD Legacy Rising
186
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Posted - 2013.03.25 15:46:00 -
[36] - Quote
Kushmir Nadian wrote:P.S. Fingers crossed that the 450% headshot modifier for scrambler pistols gets fixed in the next build. I still don't understand why there even is a headshot bonus (except to keep the FPS crowd content). We're surrounded in energy shields and nanoscale reactive magnetic armor. Both of these technologies will take the hit equally regardless of if its our head or our pinky toe.
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CCP Wolfman
C C P C C P Alliance
141
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Posted - 2013.03.25 15:47:00 -
[37] - Quote
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. |
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Reav Hannari
Red Rock Outriders Red Rock Consortium
425
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Posted - 2013.03.25 15:49:00 -
[38] - Quote
CCP Wolfman wrote:It's certainly not something you can just casually fit. ItGÇÖs still in development, but the idea is that certain dropsuits will be better suited for its use than others. We don't want to see, or should I say not see, a whole team using it :-)
Will you be reworking the dropsuits for role bonuses? Such as, Amarr suits get heat build up reduction for lasers, Logistics get remote repair bonuses, Scouts get CPU decrease for cloaking?
Will you be adding skill effects to suits and equipment so that highly trained mercs using lower grade gear still get some sort of bonus? If I have Armor Remote Repair V and I'm using a standard repair tool on my Type-I suit should I still get some benefit? |
Reav Hannari
Red Rock Outriders Red Rock Consortium
425
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Posted - 2013.03.25 15:51:00 -
[39] - 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.
Seriously? I thought sprinting and firing made you easier to spot. Maybe it should. Guess I won't bother sneaking up on snipers anymore and just sprint to them from behind.
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GeneralButtNaked
ZionTCD Legacy Rising
247
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Posted - 2013.03.25 15:52:00 -
[40] - Quote
CCP Wolfman wrote:It's certainly not something you can just casually fit. ItGÇÖs still in development, but the idea is that certain dropsuits will be better suited for its use than others. We don't want to see, or should I say not see, a whole team using it :-)
Right, and I see how that could be an issue.
Obviously, a heavy won't be able to use it, which makes sense. But if you could use an atlas suit, which may or may not have an equipment slot(more info on THAT would be greatly appreciated BTW), then you might have that type of player able to use it if you don't make it come with a high enough cost.
If we use a Scout suit as a base, then the requirements for fitting it would have to be low enough due to the relatively low CPU/PG of the suit. That would mean that a Logi for example, would be able to put one on for very little sacrifice. It would also mean an Assault suit would be able to jam one in and still run several shield mods.
Ultimately, I think forcing the player to make a real choice between stealth of protection is a great choice. It really then comes down to a tactical utility versus survivability argument, which are the best types of choices in Dust right now. I just don't want to (not) see invisible logis who appear, rez someone, then poof their gone.
Actually, that raises another question: If a logi fits a cloak, will they have to de-cloak to use the rep tool or nanite injectors?
Also, will the cloak require a power up phase, or be an instant on once you select it?
So many questions, sorry Wolfman. |
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Halador Osiris
Dead Six Initiative Daringly Inserting Large Dangerous Objects
77
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Posted - 2013.03.25 15:52:00 -
[41] - Quote
Severus Smith wrote:Kushmir Nadian wrote:P.S. Fingers crossed that the 450% headshot modifier for scrambler pistols gets fixed in the next build. I still don't understand why there even is a headshot bonus ( except to keep the FPS crowd content). We're surrounded in energy shields and nanoscale reactive magnetic armor. Both of these technologies will take the hit equally regardless of if its our head or our pinky toe. Well, it scrambles your brain. Perhaps the bullet scrambles brains around it for a set distance. So if it hits those shields within 3" of your head the scramble signal turns you into a well-geared vegetable. |
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CCP Wolfman
C C P C C P Alliance
146
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Posted - 2013.03.25 15:54:00 -
[42] - Quote
Can't talk about dropsuits right now I'm afraid, or any rumours you may have heard from Imperial Armaments. |
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Reav Hannari
Red Rock Outriders Red Rock Consortium
425
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Posted - 2013.03.25 15:56:00 -
[43] - Quote
CCP Wolfman wrote:Can't talk about dropsuits right now I'm afraid, or any rumours you may have heard from Imperial Armaments.
You guys are driving me crazy.
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G Torq
ALTA B2O
107
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Posted - 2013.03.25 15:56:00 -
[44] - 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. If you have a signature of x dB, and my suit has y dB precision, is detection simply if x >= y then detected() or something more complex?
Is range part of it ? Is firing a gun affecting signature ? Will the active scanner simply have a much smaller precision ? How much do shields (on suit/vehicles) affection the signature ? How much do firing the active scanner increase your signature ? |
Liner ReXiandra
Zumari Force Projection Caldari State
22
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Posted - 2013.03.25 15:58:00 -
[45] - Quote
Regarding the active scanner and workings, you could have added some workings information into that devblog. There were a ton of questions like these once they first came out and didn't get answered then.
That screenshot on the devblog also isn't very clear along with the workings.
Is there a scan-radius we can set (range and or angle) or get a visual representation of where our scan reaches?
Results get transferred to the TACNET; will that be: show up on the minimap and blip in plain view, for all my team mates, or just squad mates?
Will revealing an enemy position like this give us Warpoints? and/or: Will squad members killing an enemy that got previously spotted with the scanner give warpoints?
Thanks for stopping by this thread to answer some bits :)
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CCP Wolfman
C C P C C P Alliance
156
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Posted - 2013.03.25 16:01:00 -
[46] - Quote
ItGÇÖs similar, range is dependent on the scanner you are using, shields and shooting donGÇÖt play in to it (currently) and using it does change your profile for the worse |
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CCP Wolfman
C C P C C P Alliance
156
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Posted - 2013.03.25 16:04:00 -
[47] - Quote
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. |
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iceyburnz
Crux Special Tasks Group Gallente Federation
405
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Posted - 2013.03.25 16:06:00 -
[48] - Quote
Instant battles is already causing peoples fun to go soft from afk farmers and the sniper epidemic.
If people want to go snipers thats fine. But the game rewards sniping disproportionately.
Isn't a stealth field going to make this worse? The sniping epidemic I mean. Cloaking snipers .
Don't get me wrong I want a stealth field, but I'll use it as a run about infiltrator, not to hang back shooting folks risk free. I am totally looking forward to the next release. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
425
|
Posted - 2013.03.25 16:07:00 -
[49] - 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.
Are current radar results only shared with squad?
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CCP Wolfman
C C P C C P Alliance
157
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Posted - 2013.03.25 16:09:00 -
[50] - Quote
No, current is team. We've changed that now as it was creating a lot of noise. |
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Citpaan Hacos
BetaMax. CRONOS.
29
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Posted - 2013.03.25 16:12:00 -
[51] - Quote
Quote:motion will disrupt the field to some extent
Can you tell us Wolfman... Predator effect? |
GeneralButtNaked
ZionTCD Legacy Rising
247
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Posted - 2013.03.25 16:13:00 -
[52] - Quote
Regarding the scanner, will it produce an effect similar to a sonar ping? As in, it produces a wave of detection, and items detected are shown where they were when the ping hit them, or will it produce the effect over the zone and all the info will be displayed at once? |
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CCP Wolfman
C C P C C P Alliance
157
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Posted - 2013.03.25 16:15:00 -
[53] - Quote
Over the zone and all the info at once. As for the Predator effect, we'll have to wait and see what the effects guys come up with :-) |
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Reav Hannari
Red Rock Outriders Red Rock Consortium
425
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Posted - 2013.03.25 16:16:00 -
[54] - Quote
CCP Wolfman wrote:No, current is team. We've changed that now as it was creating a lot of noise.
I'm not sure I like that change. Good squads are already rather independent of the team in pub matches. Maybe bigger squads will help. With only 4 per squad its kind of hard to give up one slot to a real intel type scout.
If we get team hierarchies of leadership I hope they'll be able to access radar results of all squads so they can see the big picture. |
Prangstar RND
Ahrendee Mercenaries Legacy Rising
87
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Posted - 2013.03.25 16:16:00 -
[55] - Quote
oh no, that cloaking device is going to be horrible. Snipers are already a problem, you guys must have thought to make it an even bigger problem. Manus peak and the likes already have entire teams that resort to sniping, now they can become invisible :( I hope im not the only one that sees this as a problem. |
iceyburnz
Crux Special Tasks Group Gallente Federation
405
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Posted - 2013.03.25 16:17:00 -
[56] - Quote
W...
Weapon mods? Warp field generator? Whiskey dispensor?
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Reav Hannari
Red Rock Outriders Red Rock Consortium
425
|
Posted - 2013.03.25 16:18:00 -
[57] - Quote
Prangstar RND wrote:oh no, that cloaking device is going to be horrible. Snipers are already a problem, you guys must have thought to make it an even bigger problem. Manus peak and the likes already have entire teams that resort to sniping, now they can become invisible :( I hope im not the only one that sees this as a problem.
Invisible snipers shooting at invisible snipers.
*crickets*
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GeneralButtNaked
ZionTCD Legacy Rising
247
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Posted - 2013.03.25 16:20:00 -
[58] - Quote
How does terrain affect the scanner? Is there any method to hide from it other than having dampener modules/low signature?
Does it calculate range vertically as well, or will you be able to find people on roofs provided they are within the horizontal radius? |
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CCP Wolfman
C C P C C P Alliance
158
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Posted - 2013.03.25 16:21:00 -
[59] - Quote
I canGÇÖt believe you guessed whiskey dispenser already
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S Park Finner
BetaMax. CRONOS.
107
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Posted - 2013.03.25 16:22:00 -
[60] - Quote
Wolfman -- thanks for the clarification on the impact of movement, shields and firing weapons on minimap visibility.
To be sure I've got it straight, It sounds like minimap and 3D visibility are all related to scan profile and that is what does not change by any of those things -- at least right now.
A few (new?) questions about scanning ...
Are the ranges for minimap and 3D spotting the same? Will you see a ^ over a player in the 3D view if you don't see them on the minimap (or vice-a-versa)?
Do the Dropsuit Command, Long Range Scanning, Profile Analysis, and Profile Dampening skills work as described in the current build? If they don't will they in the next build? How do they stack?
Do the Range Amplifier, Profile Dampener and Precision Enhancer modules work as described in the current build? If they don't will they in the next build? How do they stack?
How do the combination of skills and modules stack? |
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Reav Hannari
Red Rock Outriders Red Rock Consortium
425
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Posted - 2013.03.25 16:24:00 -
[61] - Quote
CCP Wolfman wrote:I canGÇÖt believe you guessed whiskey dispenser already
Camelbak full of single malt. Decrease in stamina, blurred vision, increased sniper sway, but dramatic increase in war point accrual.
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Ryder Azorria
Amarr Templars Amarr Empire
154
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Posted - 2013.03.25 16:24:00 -
[62] - Quote
Prangstar RND wrote:oh no, that cloaking device is going to be horrible. Snipers are already a problem, you guys must have thought to make it an even bigger problem. Manus peak and the likes already have entire teams that resort to sniping, now they can become invisible :( I hope im not the only one that sees this as a problem. Well, going by the blog, it would seem that cloaks are going to take an equipment slot - and going by every other piece of equipment we have, it will have to be equipped to be used meaning no invisible snipers (at least not when they have their rifle out). |
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CCP Wolfman
C C P C C P Alliance
158
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Posted - 2013.03.25 16:24:00 -
[63] - Quote
Terrain (nor cloak) will not protect you from the scanner and you will be able to scan out roof dwellers within the horizontal radius. |
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Beren Hurin
OMNI Endeavors
293
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Posted - 2013.03.25 16:27:00 -
[64] - Quote
You are going to have to make sure you figure out the geometry of shooting through solid/impenetrable objects before 'deploying the shield' because as of right now I've seen:
-Snipers 'shooting through hills' because the geometry lets them target things through a zoom in that means that they cannot be killed.
-Heavies/blasters shoot through boxes because they can just stick their gun through and fire
1) Will the intent of the shield mean that a sniper/heavy can deploy, stick their gun through the forcefield, and then fire while being more or less invulnerable?
1.1) Will repair tools work 'through' the shield'?
2) Will grenades be able to penetrate?
3) Can you hint at what the intended battlefield balance will be as a result of the shields? Will it have unique resists/vulerabilities like very susceptable to a laser/flux bombardment, while projectile/hybrid damage is much weaker?
IMO:
-I see it nerfing HAVs/vehicles from camping infantry -I see it buffing militia vehicles (and their use) against losses from orbitals -I see it as nerfing snipers who are camping an objective -I see it as buffing the CQC classes (HMG, shotgun, some MD users) -I see it buffing armor tanking (for defenders) as it will probably be used mostly in situations that negate shield user's ability to retreat and recharge (I support). -I see it buffing supply depots and CRUs from being camped/easily destroyed. Would it prevent lock ons...as a form of ECM? -Generally I think it will be a HUGE slap in the face to the vanilla shield strafing GEK user who thinks that he is "all that".
I think the shield could be the biggest change to battlefield mechanics we could possibly see. |
G Torq
ALTA B2O
107
|
Posted - 2013.03.25 16:29:00 -
[65] - Quote
Based on chatter on IRC, could we see Cloak and Shield being mutually exclusive?
I.e. if cloaked, you cannot be shielded and vice-versa?
(think Stargate Atlantis' cloak) |
Shadowswipe
WarRavens
24
|
Posted - 2013.03.25 16:30:00 -
[66] - Quote
What skills will effect Active Scanners? |
matsumoto yuichi san
SVER True Blood Unclaimed.
0
|
Posted - 2013.03.25 16:32:00 -
[67] - Quote
in terms of scanners, is there thought being put into assault suits and the 50 profile 55 precision thing, as it stand there are 2 skills for profile reduction but 1 for precision , so save using modules that eat a high slot it is nigh impossible to ever see someone on scan with assault |
EnIgMa99
Imperfects Negative-Feedback
245
|
Posted - 2013.03.25 16:33:00 -
[68] - Quote
Repair shields on vehicles as infantry:
Is there a way to have a portable shield charger as infantry to repair shields on vehicles? Maybe something that has an overcharge mode to beef up a shield tanked infantry alittle bit for a short time. maybe something with limited time uses and finite range like the overcharge in TF2 but doesn't make them invincible.
Smoke/flash/emp granades
Hack other dropsuits? maybe a benefit to disable someones dropsuit? only way to disable is is to have a friendly unhack it?
Something for maneuverability(I like the biotics ALOT): short range grappling hook or jump feet?
A utility to carry 2 light weapons?
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CCP Wolfman
C C P C C P Alliance
158
|
Posted - 2013.03.25 16:37:00 -
[69] - Quote
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. |
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Beren Hurin
OMNI Endeavors
293
|
Posted - 2013.03.25 16:38:00 -
[70] - Quote
Also another thing that will probably take getting used to for the shield when designing its use, is its 'forgivability'. I mean that the exact edge of a shield will probably be very important, and if the equipment sort of randomly slides 2-3 meters each time you deploy it it may be very hard to make good strategic use of it then when you are trying to get the wall of it that is 8 meters from the unit to line up with something else.
One idea I have for a deployment is make it 'powered' by area:
So the stronger the shield, the better HP/ Pi*r it gets.
So to deploy the shield you'd aim at the ground and fire and hold to 'plant the unit' then as you hold the diameter of the shield grows. But based off of meta of the shield the greater the distance the fewer HP it can absorb. There would be a max diameter that each shield gets, but this mechanic could mean a much more forgivable and dynamic placement setup. |
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S Park Finner
BetaMax. CRONOS.
107
|
Posted - 2013.03.25 16:38:00 -
[71] - Quote
Beren Hurin wrote: Makes a lot of interesting points... And in the same vein... If you deploy a shield right next to a null cannon's hacking point could you effectively be immune from damage? If two people deploy shields can they overlap? Could you have reinforcing shield walls?
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Beren Hurin
OMNI Endeavors
293
|
Posted - 2013.03.25 16:40:00 -
[72] - Quote
S Park Finner wrote:Beren Hurin wrote: Makes a lot of interesting points... And in the same vein... If you deploy a shield right next to a null cannon's hacking point could you effectively be immune from damage? If two people deploy shields can they overlap? Could you have reinforcing shield walls?
LOL speaking of null canons, if you deploy a shield so that the NC is 'inside' of one what happens to its damage to the MCC?... :) |
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CCP Wolfman
C C P C C P Alliance
159
|
Posted - 2013.03.25 16:42:00 -
[73] - Quote
You could use the shields to protect you whilst hacking, just not from the scout with the shotgun standing behind you! |
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Reav Hannari
Red Rock Outriders Red Rock Consortium
425
|
Posted - 2013.03.25 16:43:00 -
[74] - Quote
CCP Wolfman wrote:You could use the shields to protect you whilst hacking, just not from the scout with the shotgun standing behind you!
What kind of shield radius are we looking at? |
EnIgMa99
Imperfects Negative-Feedback
245
|
Posted - 2013.03.25 16:45:00 -
[75] - 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.
Dude manus Peak with a sniper rifle while invisible can be really bad unless there is a counter: Can point the scanner at them and make them visible for a period of time? |
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CCP Wolfman
C C P C C P Alliance
159
|
Posted - 2013.03.25 16:46:00 -
[76] - Quote
WeGÇÖve not settled on a single size yet, one of the ideas weGÇÖre exploring is sacrificing HP for radius. |
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Codyrules35 Badass
L.O.T.I.S. Legacy Rising
94
|
Posted - 2013.03.25 16:48:00 -
[77] - Quote
Will there be a time limit on the use of the cloaking equipment? or will it be a passive equipment, thus you just activate it and when you shoot it shuts down and has a cool down period. |
Beren Hurin
OMNI Endeavors
293
|
Posted - 2013.03.25 16:49:00 -
[78] - Quote
Also, are the Randomly Drunkard Vehicle pilots being trained in how to drop vehicles on or around these sheilds?
IOW, will their deployments be affected by them? If dropsuits can walk through them I assume vehicles shouldn't collide with them. I'm guessing, technically, the client-server programming will have less to do with collision mechanics and more to do with hit detection. |
EnIgMa99
Imperfects Negative-Feedback
245
|
Posted - 2013.03.25 16:51:00 -
[79] - Quote
CCP Wolfman wrote:You could use the shields to protect you whilst hacking, just not from the scout with the shotgun standing behind you!
cool |
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CCP Wolfman
C C P C C P Alliance
160
|
Posted - 2013.03.25 16:51:00 -
[80] - Quote
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 :-) |
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EnIgMa99
Imperfects Negative-Feedback
245
|
Posted - 2013.03.25 16:51:00 -
[81] - Quote
Is the scanner a point and shoot weapon? so say if a sniper is invisible on a ridge you can shoot it and see if there is one? |
G Torq
ALTA B2O
107
|
Posted - 2013.03.25 16:53:00 -
[82] - Quote
CCP Wolfman wrote:WeGÇÖve not settled on a single size yet, one of the ideas weGÇÖre exploring is sacrificing HP for radius. A proposal I had in a separate thread was to be able to daisy-chain shield-emitters to create a wall/line of defense. Distance between emitters then dictating strength and visibility.
Tighter = stronger + less visible. |
Prangstar RND
Ahrendee Mercenaries Legacy Rising
87
|
Posted - 2013.03.25 16:53:00 -
[83] - 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 :-)
Create a way for opponents to overload enemy cloaking devices, possibly doing damage when overloaded. |
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CCP Wolfman
C C P C C P Alliance
160
|
Posted - 2013.03.25 16:54:00 -
[84] - Quote
yups point and shoot |
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Reav Hannari
Red Rock Outriders Red Rock Consortium
425
|
Posted - 2013.03.25 16:54:00 -
[85] - Quote
CCP Wolfman wrote:WeGÇÖve not settled on a single size yet, one of the ideas weGÇÖre exploring is sacrificing HP for radius.
Yeah, that sounds cool. Either different models or "hold and charge" to make shield expand so you can select based on situation.
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EnIgMa99
Imperfects Negative-Feedback
245
|
Posted - 2013.03.25 16:55:00 -
[86] - Quote
CCP Wolfman wrote:yups point and shoot
thanks, cant wait to see what the effects guys do with the inviso stuff. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
425
|
Posted - 2013.03.25 16:56:00 -
[87] - Quote
CCP Wolfman wrote:yups point and shoot
Will it mark them and then have the point fade over a short time? When I'm sniper hunting and a squad mate looks at the sniper to highlight them we sometimes have trouble with the marker blinking away too fast as the guy pointing takes cover. It'd be nice to have a few seconds of "where he was".
|
EnIgMa99
Imperfects Negative-Feedback
245
|
Posted - 2013.03.25 16:57:00 -
[88] - Quote
Reav Hannari wrote:CCP Wolfman wrote:WeGÇÖve not settled on a single size yet, one of the ideas weGÇÖre exploring is sacrificing HP for radius. Yeah, that sounds cool. Either different models or "hold and charge" to make shield expand so you can select based on situation.
Yeah it would be cool if you heard the OB come in and all your team huddles around your like you have the last umbrella on the planet and and it rains laser beams from space |
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CCP Wolfman
C C P C C P Alliance
160
|
Posted - 2013.03.25 16:57:00 -
[89] - Quote
I like the overload idea, thats pretty interesting |
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Nova Knife
Seituoda Taskforce Command Caldari State
813
|
Posted - 2013.03.25 16:57:00 -
[90] - 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 :-)
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. |
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Reav Hannari
Red Rock Outriders Red Rock Consortium
425
|
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
|
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
|
Corvo The Shadow
Regime Of Shadow Marines
30
|
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
|
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
|
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
|
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
|
Posted - 2013.03.25 17:06:00 -
[97] - Quote
it will :-) |
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Iron Wolf Saber
BetaMax. CRONOS.
3220
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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! |
|
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1765
|
Posted - 2013.03.25 18:35:00 -
[121] - Quote
Reav Hannari wrote:Prangstar RND wrote:oh no, that cloaking device is going to be horrible. Snipers are already a problem, you guys must have thought to make it an even bigger problem. Manus peak and the likes already have entire teams that resort to sniping, now they can become invisible :( I hope im not the only one that sees this as a problem. Invisible snipers shooting at invisible snipers. *crickets*
If any of them fire a shot, I'll be able to pinpoint their location with my ears. I have adapted to that already. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1765
|
Posted - 2013.03.25 18:39:00 -
[122] - 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 :-) 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.
Actually, I prefer to see the low-slot modules being sacrificed. After all that is where the profile dampeners and kinetic catalyzers are fitted. Therefore a cloak should have higher PG requirement in relation to CPU requirement. That way, I can still deal decent damage but at the expense of profile dampening and sprint speed. |
GeneralButtNaked
ZionTCD Legacy Rising
254
|
Posted - 2013.03.25 18:52:00 -
[123] - Quote
Maken Tosch wrote:
Actually, I prefer to see the low-slot modules being sacrificed. After all that is where the profile dampeners and kinetic catalyzers are fitted. Therefore a cloak should have higher PG requirement in relation to CPU requirement. That way, I can still deal decent damage but at the expense of profile dampening and sprint speed.
Well, what you sacrifice will be your choice, as the cloak will fit in the equipment slot.
If I were to be using it, I would want to reduce my profile, because as i understand it, the cloak will not make you invisible on scan, just visually. So if there is a scout in the group you are trying to flank, he will still be able to detect you on his minimap, just not see you(well, you might be shimmering, or some other effect)
Lore wise, any type of cloak would require massive amounts of CPU, just to keep the shifting nature of the cloak accurately resembling the surroundings. It would also draw serious power, because it needs to project an image on to the suit.
|
Takahiro Kashuken
Intara Direct Action Caldari State
164
|
Posted - 2013.03.25 18:55:00 -
[124] - Quote
Nice a cloak
If anything dont follow KZ3 cloaking method, it was easy exploitable
Do i get a cloak for my HAV? |
Skihids
The Tritan Industries
1093
|
Posted - 2013.03.25 19:12:00 -
[125] - Quote
Takahiro Kashuken wrote:Nice a cloak
If anything dont follow KZ3 cloaking method, it was easy exploitable
Do i get a cloak for my HAV?
Can I just paint my dropship sky blue?
|
NarNacho Cheese
SVER True Blood Unclaimed.
8
|
Posted - 2013.03.25 19:16:00 -
[126] - Quote
wait, so profile dampeners just affect the minimap or do they affect your sig radius like in eve. will having profile dampeners make u a smaller target to hit? |
Beren Hurin
OMNI Endeavors
295
|
Posted - 2013.03.25 19:18:00 -
[127] - Quote
Or what if the effectiveness of the cloak (duration/cooldown) was a function of excess PG/CPU?
So the guy with max cloaking would be a paper thin protosuit with just a light weapon or side arm in his main slot. The remaining slots then would go to maxing PG/CPU that are then 'used' for the cooldown and timer. |
G Torq
ALTA B2O
107
|
Posted - 2013.03.25 19:32:00 -
[128] - Quote
crazy space 1 wrote: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? That was answered a grand 2 posts later:
CCP Wolfman wrote:No, don't worry, you can't shoot from the inside out. Laser boys would have a field day!
|
Kovak Therim
ZionTCD Legacy Rising
195
|
Posted - 2013.03.25 19:41:00 -
[129] - Quote
I really hope that shield generators are re-usable. They would be a godsend for logis. The players they revive might actually survive long enough to fight back. I want every logi carrying one.
- I imagine they will be like nanohives, you'll get 2 or 3 per clone to use. I still want every logi carrying a shield generator. However, cloaking can go to hell. I can't wait for the onslaught of invisible shotgunners. |
Beren Hurin
OMNI Endeavors
295
|
Posted - 2013.03.25 19:51:00 -
[130] - Quote
Kovak Therim wrote:I really hope that shield generators are re-usable. They would be a godsend for logis. The players they revive might actually survive long enough to fight back. I want every logi carrying one. - I imagine they will be like nanohives, you'll get 2 or 3 per clone to use. I still want every logi carrying a shield generator. However, cloaking can go to hell. I can't wait for the onslaught of invisible shotgunners.
So of the injector, repair, nanohive combo, which would you rather see the logi drop so he can carry the shield?
My guess is the nano-hive...which can be a source of a good chunk of points. I'm hoping that the shield will somehow give wp. |
|
Lurchasaurus
SVER True Blood Unclaimed.
834
|
Posted - 2013.03.25 20:03:00 -
[131] - Quote
webifier starts with w.... |
Cross Atu
Conspiratus Immortalis
843
|
Posted - 2013.03.25 20:03:00 -
[132] - Quote
Maken Tosch wrote:Reav Hannari wrote:Prangstar RND wrote:oh no, that cloaking device is going to be horrible. Snipers are already a problem, you guys must have thought to make it an even bigger problem. Manus peak and the likes already have entire teams that resort to sniping, now they can become invisible :( I hope im not the only one that sees this as a problem. Invisible snipers shooting at invisible snipers. *crickets* If any of them fire a shot, I'll be able to pinpoint their location with my ears. I have adapted to that already.
+1 Maken
Also from the DevBlog
Quote:The second item is a Cloaking Field. This sneaky bit of kit will not only make you (almost) invisible to other combatants, it will also blind turret AI targeting systems. It isnGÇÖt perfect invisibility, scanners will still pick you up if you havenGÇÖt masked your signal well enough, motion will disrupt the field to some extent and weapon fire will cause the field to shut down. Emphasis mine.
The idea of an invisible firefight, whether with sniper rifles or any other weapon, is already precluded by the information we have on hand.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis
843
|
Posted - 2013.03.25 20:03:00 -
[133] - Quote
Lurchasaurus wrote:webifier starts with w.... Yes, yes it does |
Assi9 Ventox
The Hellspawned Ronin Oni Alliance
10
|
Posted - 2013.03.25 20:13:00 -
[134] - Quote
Gridboss wrote:\o/ Shield generators!
More like...
(```````````) ( \o/ ) ( V ) ( /\ ) |
G Torq
ALTA B2O
107
|
Posted - 2013.03.25 20:33:00 -
[135] - Quote
Beren Hurin wrote:Kovak Therim wrote:I really hope that shield generators are re-usable. They would be a godsend for logis. The players they revive might actually survive long enough to fight back. I want every logi carrying one. - I imagine they will be like nanohives, you'll get 2 or 3 per clone to use. I still want every logi carrying a shield generator. However, cloaking can go to hell. I can't wait for the onslaught of invisible shotgunners. So of the injector, repair, nanohive combo, which would you rather see the logi drop so he can carry the shield? My guess is the nano-hive...which can be a source of a good chunk of points. I'm hoping that the shield will somehow give wp. This! For a rezz in a hot-zone, being able to drop a bubble-shield on the corpse, and then run in and do the deed, will be a god-send. |
Kovak Therim
ZionTCD Legacy Rising
195
|
Posted - 2013.03.25 20:38:00 -
[136] - Quote
Beren Hurin wrote: So of the injector, repair, nanohive combo, which would you rather see the logi drop so he can carry the shield?
My guess is the nano-hive...which can be a source of a good chunk of points. I'm hoping that the shield will somehow give wp.
I can see points based on whether or not a teammate is taking cover inside your shield or something similar. That's how they should do it, anyway. Otherwise nobody will use it over other gear and CCP is just wasting their time working on it. |
Mithridates VI
The Southern Legion
486
|
Posted - 2013.03.25 20:47:00 -
[137] - Quote
If we get a webifier, I am using it on heavies, just to be a jerk. |
Beta Dust Fish
Villore Sec Ops Gallente Federation
20
|
Posted - 2013.03.25 20:59:00 -
[138] - Quote
I hope EMP/Flux nades Disable/Destroy the Cloak and the Jar Jar binks shield gimmick |
Kovak Therim
ZionTCD Legacy Rising
195
|
Posted - 2013.03.25 21:04:00 -
[139] - Quote
Mithridates VI wrote:If we get a webifier, I am using it on heavies, just to be a jerk.
Like we'd notice a difference.
|
DOCTOR WHO Clone
The Last Time-Lord
8
|
Posted - 2013.03.25 21:09:00 -
[140] - Quote
Pytonus wrote: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. Withe a knife! Like in Dune! Awsome!
What?? I am the only person that got that. "the slow knife. Penetrates the field" Come on people ! Know your sci-fi roots.
O yeah and the dev blog is great news too. Good work boys. |
|
Nstomper
Commando Perkone Caldari State
209
|
Posted - 2013.03.25 21:24:00 -
[141] - Quote
Quote:So you know that there are a bunch of new weapons rolling off the New Eden production lines :D :D |
Nstomper
Commando Perkone Caldari State
209
|
Posted - 2013.03.25 21:27:00 -
[142] - Quote
So what about new dropsuits? |
Draco Cerberus
Hellstorm Inc League of Infamy
11
|
Posted - 2013.03.25 21:47:00 -
[143] - Quote
ZiwZih wrote: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.
This will be day 2 as they were briefly seen in closed beta on black ops tanks. This is well thought out. +1 |
RHYTHMIK Designs
BetaMax. CRONOS.
57
|
Posted - 2013.03.25 21:49:00 -
[144] - Quote
I'm of the mindset that if cloaking is designed handheld equipment, it should not have a timer/cool down mechanic as you're giving up offense to use it. If its made as a non-handheld device, then it should have timer/cool down mechanic.
For those saying it should be used in the low slots so as to make a decision because scanner cloaking and visible cloaking, I say give the cloaking device a profile penalty... using this device increases your suit signature. That way they still have to make a decision for what they use on the low side; do I use my low slots to maintain my current suit profile?
Cloaking should not be CPU/PG intensive, unless Scouts get a bonus. Scouts are suffer as it is in the CPU/PG department. If the cloaking device is CPU/PG intensive, then when equipped on a Scout (at least a Gallente Scout) should be damn-near invisible even when moving because not only do I have to sacrifice in order to equip it, the Scout suit is technically built for this type of cloaking.
I'll once again point to Lost Planet 2 regarding cloaking. I think that game handled it pretty well. |
Draco Cerberus
Hellstorm Inc League of Infamy
11
|
Posted - 2013.03.25 21:54:00 -
[145] - Quote
Kovak Therim wrote:Beren Hurin wrote: So of the injector, repair, nanohive combo, which would you rather see the logi drop so he can carry the shield?
My guess is the nano-hive...which can be a source of a good chunk of points. I'm hoping that the shield will somehow give wp.
I can see points based on whether or not a teammate is taking cover inside your shield or something similar. That's how they should do it, anyway. Otherwise nobody will use it over other gear and CCP is just wasting their time working on it. - As a heavy, I can't use any of this kitten, so hoping logis make use of the shield is just about all I give a kitten about.
Wolfman, can you tweak a heavy suit so they can use these? Maybe fit it to the sidearm slot. I'd rather use a shield while getting repped than a sub-machine gun. |
Maximus Creed
Kameira Lodge Amarr Empire
70
|
Posted - 2013.03.25 21:56:00 -
[146] - Quote
Imagine...
3 logis inside a shield bubble, each firing their Infantry Shield Transporter (shield equivalent of the repair tool) at the shield bubble, allowing it to withstand very large amounts of DPS.
|
Kaze Eyrou
ROGUE SPADES
64
|
Posted - 2013.03.25 22:11:00 -
[147] - Quote
iceyburnz wrote:Instant battles is already causing peoples fun to go soft from afk farmers and the sniper epidemic. If people want to go snipers thats fine. But the game rewards sniping disproportionately. Isn't a stealth field going to make this worse? The sniping epidemic I mean. Cloaking snipers . First off, check the price on Cloaking Device I in EVE. They are not cheap. I expect the same technology for troops to be just as expensive (proportionately since you aren't cloaking a spaceship).
Second... Most likely you would have to skill into it? Prereqs could be added, say Scout Level 1. Or hell, only give it to those who are dedicated. Scout Level 5.
I believe this will not change the current epidemic of redline snipers. However I have noticed that those sniping are not getting as much WP per kill. Maybe I'm just seeing things, but sniping really doesn't do much?
To totally prevent that, I have a great idea, gameplay and lore wise:
You cannot activate your cloaking device as you are too close to an object that will affect the performance of your cloak.
Decloaking ships within 2,000 meters in EVE? Why not the same thing for cloaks on mobile infantry? This can even work for cloaked snipers in the field: If a friendly or enemy infantry or vehicle gets too close, it will decloak them. |
DustMercsBlog
Galactic News Network
17
|
Posted - 2013.03.25 22:36:00 -
[148] - Quote
D Roc43 wrote: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
this suggestion wins the thread by far. best balance suggestion we've heard regarding the cloak.
|
Mithridates VI
The Southern Legion
488
|
Posted - 2013.03.25 22:54:00 -
[149] - Quote
My preference for the lore explanation of the cloak, giving consideration to the mechanics required to make it balanced... is something which puts the responsibility for the actual cloaking itself, the bending of light around the player, being placed with metamaterials within the dropsuit itself, to explain why any suit with an equipment slot is capable of cloaking.
To activate this property of the suit's armour requires more power than can be drawn from the suit, as the power source for a dropsuit is specifically designed to give enough power for the purposes they already serve (shielding, optics, scanning), so an external battery is required. This battery takes the form of a box with a handle on either side. These handles are the contact points between the suit and the battery and the merc firmly grips these handles to power the cloaking device.
This gives us a reason why the hands are occupied while the cloaking device is active, the strain of holding onto this uberbattery can be given flavour text to explain away melee debuff while using a cloak... and the suit being responsible for the cloaking itself gives us a reason why shooting at it breaks the cloak... the suit needs time to repair the damaged cells of whatever the hell we call the cloaking mechanism.
|
Cross Atu
Conspiratus Immortalis
843
|
Posted - 2013.03.25 23:14:00 -
[150] - Quote
CCP Wolfman wrote:ItGÇÖs similar, range is dependent on the scanner you are using, shields and shooting donGÇÖt play in to it (currently) and using it does change your profile for the worse
This "currently" makes me quite happy |
|
Paladin Sas
Veldspar Incorporated The Big Dirty
5
|
Posted - 2013.03.26 01:48:00 -
[151] - Quote
on the topic of shields, i have some ideas to throw around, what if CCP were to develope 2 types of shields, one being a "bubble" and the other being a "wall"
Bubble - I actually really like the idea of making it so that the larger the bubble is, the less damage it absorbs before breaking. a relatively simple solution to deploying the shield in this manner would opperate off the charge rifle mechanics (how its supposed to work). the longer you hold down R1, the larger the shield becomes. you could depict this via a circular meter resembeling the hacking UI element, with a radius/hp counter in the middle of the circle. this way, for a tighter bubble, it would just be a "pop-n-drop" while a more tactical larger shield would require the deployer to charge it up for a few seconds. this would allow enemies time to shoot the shield deployer if their attentative enough see the someone is charging one.
Wall - my thoughts on this are that its a much smaller personal shield, tall enough to crouch behind so your covered from the from, but not up, but short enough to stand up and shoot over. it might require less CPU/PG than a bubble as its more personal, and because its a low wall, enemies could shoot over it and toss grenades behind it, thus providing some balance. deployment should be simple, with the wall being perpendicular to your facing when it was tossed onto the ground. [if the equipment piece itself spins due to contact with an obstruction, it should change the shields facing to (seems like it would be simpler for programming purposes)]
On a completely different note - i would actually love to see some form of smoke grenade, anyone have any opinions on this? |
Skihids
The Tritan Industries
1096
|
Posted - 2013.03.26 02:16:00 -
[152] - Quote
A visual distortion field "grenade" was mentioned months ago, so I expect we will get it eventually. |
DJINN leukoplast
Hellstorm Inc League of Infamy
356
|
Posted - 2013.03.26 02:25:00 -
[153] - Quote
Cloaking seems similar to how it was in KZ2, if you move it makes you somewhat visible (depending on how fast you move) and firing the gun shuts it down (although the upgraded one in KZ2 doesn't shut down unless you get a kill, but firing will make you visible for a split second or so).
Although in KZ2 scouts were able to scan the field and get a 'mark' on their HUD for any person in direct view (including cloaked snipers).
The shield generator seems interesting, but definitely need more info about it. Like can we shoot through our own bubble? It is stationary or does it follow us around? Length of operation? Weaknesses/vulnerability? Cooldown time?
Definitely some cool stuff on the horizon that will immensely change the battlefield as we now know it. |
Sontie
VENGEANCE FOR HIRE
174
|
Posted - 2013.03.26 02:30:00 -
[154] - Quote
A little Off Topic but...
How is the damage of the Nova Knife calculated?
The active scanner scanning in front of you... is the same true for the passive scanner?
How is damage calculated from an AV grenade?
There seems to be a lot of hidden stats not shown in the item descriptions... |
2100 Angels
The Southern Legion
24
|
Posted - 2013.03.26 03:08:00 -
[155] - Quote
I would actually be quite happy if the balancing of cloaking was done in a similar manner to the way it was handled in EVE.
The Cloaking skill book has a movement bonus: i.e. +5% moving speed while cloaked per level
Regular cloaking devices have a significant movement penalty (i.e. -70% movement speed, which decreases the higher level the cloaking device), but reasonable CPU and PG requirements. Unlocked initially at Cloaking I with the option to upgrade to advanced and prototype devices at level III and V respectively.
Covert Ops cloaking devices have no movement penalty, but exorbitant (completely unrealistic) CPU and PG requirements. Unlocked at level IV.
"Covert Ops" equivalent racial scout suits have a role bonus of -99% CPU requirement for cloaking devices. The aforementioned scout suit may be balanced through fitting requirements as determined by race. I.e. proto suits only have 2 high slots instead of 3, 2 low slots or 1 equipment slot. something along those lines to restrict abuse.
boom, problems solved. |
Nova Knife
Seituoda Taskforce Command Caldari State
819
|
Posted - 2013.03.26 06:30:00 -
[156] - Quote
I will very rarely be arrogant enough to say something like "My Idea is the only one that is right" even if I am sometimes passionate in my arguments, I am always willing to admit when someone else's idea is better than mine.
But in this case, I am saying that. Cloaks will -only- be a fair and positive addition to gameplay if they are presented as I proposed earlier in this thread, link right here for you
These points predict and counter pretty much any and all "lamesauce" related to cloaking -before- they can become an issue while still making them a fun and interesting addition to the game, using pre-existing systems as a hard counter and having those systems able to work in its favor as well. The number stuff like the decloaking deactivation cooldowns and ranges mentioned can be tweaked as I just proposed ballpark numbers, but the main points set in this post are absolutely essential for making cloaks something that is fun and rewarding to use that makes a positive contribution to the game, as opposed to something that people just whine about incessantly on the forums because it's broken as hell.
Like I said. I don't often say "My way or GTFO." But I'm saying it here. :( |
ladwar
Dead Six Initiative Daringly Inserting Large Dangerous Objects
48
|
Posted - 2013.03.26 07:04:00 -
[157] - 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 this just brings me with 2 questions then.
1. will the active time of the cloak and cooldown be like the armor hardeners(long active time short cooldown) or like the shield hardeners(short active time with a long cooldown). 2. will it be limited to one per fit(like active heat sinks) or stackable. |
2100 Angels
The Southern Legion
24
|
Posted - 2013.03.26 07:09:00 -
[158] - Quote
Nova Knife wrote:I will very rarely be arrogant enough to say something like "My Idea is the only one that is right" even if I am sometimes passionate in my arguments, I am always willing to admit when someone else's idea is better than mine. But in this case, I am saying that. Cloaks will -only- be a fair and positive addition to gameplay if they are presented as I proposed earlier in this thread, link right here for youThese points predict and counter pretty much any and all "lamesauce" related to cloaking -before- they can become an issue while still making them a fun and interesting addition to the game, using pre-existing systems as a hard counter and having those systems able to work in its favor as well. The number stuff like the decloaking deactivation cooldowns and ranges mentioned can be tweaked as I just proposed ballpark numbers, but the main points set in this post are absolutely essential for making cloaks something that is fun and rewarding to use that makes a positive contribution to the game, as opposed to something that people just whine about incessantly on the forums because it's broken as hell. Like I said. I don't often say "My way or GTFO." But I'm saying it here. :(
I disagree with your proposal that there should be no offensive capability to the cloak aside from positioning. I think the offensive capability described will work well (1 shot and de--cloak), however I do think it should be limited using game mechanics that counter its effectiveness and do not allow for an easy instant kill for whoever is using it. |
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CCP Wolfman
C C P C C P Alliance
233
|
Posted - 2013.03.26 07:20:00 -
[159] - Quote
Hi guys,
I thought IGÇÖd collate a bunch of info on the scanner and scanning to answer some of the questions IGÇÖve seen and was getting a bit too sleepy to answer last night. Hopefully this will clear things up.
Every active scanner has its own scan precision value. Every dropsuit has a scan profile value. If the precision is a lower value than the scan profile of the dropsuit, the scan will succeed and the scanned players will be shown on the players minimap, 3D HUD and that of his squad mates. Profile size from largest to smallest is Heavy Frame, Medium Frame, Light Frame.
Scanners are a point and shoot weapon, have a range, an angle, a scan duration, and a target visibility once scanned duration.
Dropsuits also have a passive scanning function that works in the same way as the scanner but is radial and always on. Your profile is not dynamic so it is not affected by movements such as crouching, sprinting or actions such as shooting. Nor does your ratio of shield to armour have any effect. This is something we might consider developing further in the future.
The scan profile of a dropsuit can be reduced by fitting profile dampeners which will protect users from both passive and active scanning by reducing their scan profile. The Profile Dampening skill will also give you a 2% reduction to your profile per level. Precision Enhancement (2% dropsuit precision bonus) and Range Amplification (10% dropsuit scan range) skills do not effect active scans, they only effect passive scans. Dropsuit command will no longer have a scan bonus associated with it.
The initial implementation of the scanner does not reveal the location of or change the profile of the dropsuit using it. We will consider adding this feature if it shows itself to be necessary. It will also not include scan specific WP rewards but we do want to intorduce them at some point.
Hope that helps clear things up :-)
CCP Wolfman
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Maximus Creed
Kameira Lodge Amarr Empire
70
|
Posted - 2013.03.26 07:22:00 -
[160] - Quote
Nova Knife's post is great on the whole, I disagree with a few points (marked by ):
Nova Knife wrote:Ideal cloak implementation IMO is as follows: -Active scanner/dropsuit scanner detects and decloaks someone and increases cooldown [Should only make them show up as red dot on minimap] -Being shot while cloaked decloaks someone and increases cooldown -Cloak active length is not limited, 10-25s cooldown starts after deactivation [Cloak activation SHOULD be limited! 15-30 seconds, skill dependant. There should still be a cooldown timer of the length you propose] -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 [Scouts MUST have some incentive (other than slightly lower scan profile) to use cloak, in this proposal they would only marginally better than a Logi dropsuit (50 Scan Profile rather than 45). They need to be MUCH better - special ability, greatly reduced CPU, greatly reduced movement penalty, greatly reduced cooldown timer...something of this sort.] -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 [Nah. No melee when cloak activated, plus you decloak when you get it range of someone. If someone wants to bonus melee, let them, interesting gameplay variation - they will still be **** :) ] -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.)
The main differences:
- Cloak should have LIMITED activation time (15-30s, skill dependant), not unlimited as Nova proposes.
- Scanners reveal cloaky position, but do not decloak the cloaky.
- Scouts need bonuses for the cloak other than slightly lower scan profile, e.g: special ability, greatly reduced CPU, greatly reduced movement penalty, greatly reduced cooldown timer...something of this sort.
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Maximus Creed
Kameira Lodge Amarr Empire
70
|
Posted - 2013.03.26 07:36:00 -
[161] - Quote
CCP Wolfman wrote:Hi guys,
I thought IGÇÖd collate a bunch of info on the scanner and scanning to answer some of the questions IGÇÖve seen and was getting a bit too sleepy to answer last night. Hopefully this will clear things up.
Every active scanner has its own scan precision value. Every dropsuit has a scan profile value. If the precision is a lower value than the scan profile of the dropsuit, the scan will succeed and the scanned players will be shown on the players minimap, 3D HUD and that of his squad mates. Profile size from largest to smallest is Heavy Frame, Medium Frame, Light Frame.
Scanners are a point and shoot weapon, have a range, an angle, a scan duration, and a target visibility once scanned duration.
Dropsuits also have a passive scanning function that works in the same way as the scanner but is radial and always on. Your profile is not dynamic so it is not affected by movements such as crouching, sprinting or actions such as shooting. Nor does your ratio of shield to armour have any effect. This is something we might consider developing further in the future.
The scan profile of a dropsuit can be reduced by fitting profile dampeners which will protect users from both passive and active scanning by reducing their scan profile. The Profile Dampening skill will also give you a 2% reduction to your profile per level. Precision Enhancement (2% dropsuit precision bonus) and Range Amplification (10% dropsuit scan range) skills do not effect active scans, they only effect passive scans. Dropsuit command will no longer have a scan bonus associated with it.
The initial implementation of the scanner does not reveal the location of or change the profile of the dropsuit using it. We will consider adding this feature if it shows itself to be necessary. It will also not include scan specific WP rewards but we do want to intorduce them at some point.
Hope that helps clear things up :-)
CCP Wolfman
CCP Wolfman,
The dropsuit passive scanner doesn't seem to work in exactly the same way... why is it that sometimes I have to look at someone directly for a certain period of time for them to light up red on my HUD and minimap?
Also, does scan precision get worse with range? As in, If my scan precision is 44, I will 'spot' a scout (scan profile = 45) if they are standing very close, however, my scan precision drops off with range such that at 10m my precision is now 46 and I can no longer 'spot' the scout?
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V1RONXSS
AL0NE Inc.
4
|
Posted - 2013.03.26 07:46:00 -
[162] - Quote
Covert ops sniper ftw ;) Would be nice if you guys work toward balance professions also and theyr income. As a pilot its whery hard to support yourself with equipment. |
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CCP Wolfman
C C P C C P Alliance
234
|
Posted - 2013.03.26 07:47:00 -
[163] - Quote
Maximus Creed wrote:CCP Wolfman wrote:Hi guys,
I thought IGÇÖd collate a bunch of info on the scanner and scanning to answer some of the questions IGÇÖve seen and was getting a bit too sleepy to answer last night. Hopefully this will clear things up.
Every active scanner has its own scan precision value. Every dropsuit has a scan profile value. If the precision is a lower value than the scan profile of the dropsuit, the scan will succeed and the scanned players will be shown on the players minimap, 3D HUD and that of his squad mates. Profile size from largest to smallest is Heavy Frame, Medium Frame, Light Frame.
Scanners are a point and shoot weapon, have a range, an angle, a scan duration, and a target visibility once scanned duration.
Dropsuits also have a passive scanning function that works in the same way as the scanner but is radial and always on. Your profile is not dynamic so it is not affected by movements such as crouching, sprinting or actions such as shooting. Nor does your ratio of shield to armour have any effect. This is something we might consider developing further in the future.
The scan profile of a dropsuit can be reduced by fitting profile dampeners which will protect users from both passive and active scanning by reducing their scan profile. The Profile Dampening skill will also give you a 2% reduction to your profile per level. Precision Enhancement (2% dropsuit precision bonus) and Range Amplification (10% dropsuit scan range) skills do not effect active scans, they only effect passive scans. Dropsuit command will no longer have a scan bonus associated with it.
The initial implementation of the scanner does not reveal the location of or change the profile of the dropsuit using it. We will consider adding this feature if it shows itself to be necessary. It will also not include scan specific WP rewards but we do want to intorduce them at some point.
Hope that helps clear things up :-)
CCP Wolfman
CCP Wolfman, The dropsuit passive scanner doesn't seem to work in exactly the same way... why is it that sometimes I have to look at someone directly for a certain period of time for them to light up red on my HUD and minimap? Also, does scan precision get worse with range? As in, If my scan precision is 44, I will 'spot' a scout (scan profile = 45) if they are standing very close, however, my scan precision drops off with range such that at 10m my precision is now 46 and I can no longer 'spot' the scout?
There is no drop off on scan precision over range. The other thing you mention seems strange...
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Maximus Creed
Kameira Lodge Amarr Empire
70
|
Posted - 2013.03.26 07:52:00 -
[164] - Quote
CCP Wolfman wrote:There is no drop off on scan precision over range. The other thing you mention seems strange...
If there is a sniper somewhere in the distance, and I am looking for him in the rock-line through a scope, if I find him, hover my crosshair over him for a couple of seconds only then does he light up as a red dot...
Edit: Can scan precision have some kind of falloff? It seems a bit silly that at max scan range you have full precision, then at +1m you have 0 precision. |
Maximus Creed
Kameira Lodge Amarr Empire
70
|
Posted - 2013.03.26 07:57:00 -
[165] - Quote
Maximus Creed wrote: If there is a sniper somewhere in the distance, and I am looking for him in the rock-line through a scope, if I find him, hover my crosshair over him for a couple of seconds only then does he light up as a red dot...
If this is indeed another form of scanning or spotting (since it is probably well outside of passive scan range), is it also affected by scan profile/precision?
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Aeon Amadi
WarRavens
1121
|
Posted - 2013.03.26 07:59:00 -
[166] - Quote
CCP Wolfman, any thoughts on adding a "target painter" for Sniper Rifles to spot targets like the Active Scanner without risking the Sniper having to get danger close? |
Citpaan Hacos
BetaMax. CRONOS.
29
|
Posted - 2013.03.26 08:04:00 -
[167] - Quote
Maximus Creed wrote:If there is a sniper somewhere in the distance, and I am looking for him in the rock-line through a scope, if I find him, hover my crosshair over him for a couple of seconds only then does he light up as a red dot...
afaik, line of sight and their chevrons have nothing to do with the scan mechanics. Barring odd behavior, if you see it in a main cone of vision, it lights up. (Like at the start of Manus Peak, if I'm running from A to C, I sweep my crosshairs along the ridgeline by the enemy MCC to see if there are snipers there and I need to move erratically.) |
Maximus Creed
Kameira Lodge Amarr Empire
70
|
Posted - 2013.03.26 08:10:00 -
[168] - Quote
Citpaan Hacos wrote:Maximus Creed wrote:If there is a sniper somewhere in the distance, and I am looking for him in the rock-line through a scope, if I find him, hover my crosshair over him for a couple of seconds only then does he light up as a red dot... afaik, line of sight and their chevrons have nothing to do with the scan mechanics. Barring odd behavior, if you see it in a main cone of vision, it lights up. (Like at the start of Manus Peak, if I'm running from A to C, I sweep my crosshairs along the ridgeline by the enemy MCC to see if there are snipers there and I need to move erratically.) If its a chevron, they still appear on the minimap, right?
I want to know is the line-of-sight spotting affected by scan profile/precision. It should be! If anything, the time taken to LOS spot someone should be proportional to scan precision/scan profile. |
Citpaan Hacos
BetaMax. CRONOS.
29
|
Posted - 2013.03.26 08:17:00 -
[169] - Quote
Maximus Creed wrote:[quote=Citpaan Hacos]If its a chevron, they still appear on the minimap, right?
I want to know is the line-of-sight spotting affected by scan profile/precision. It should be! If anything, the time taken to LOS spot someone should be proportional to scan precision/scan profile.
If by minimap you mean HUD radar, no, they're too far away. If you mean the map from pressing down on the D-pad, yes, any one you pick up on scan or with line of sight has their position thrown on there for as long as you have that info.
As for the delay in seeing chevrons while scoped, I don't think it's a mechanic, just some feeble elderly hamsters in the system. |
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CCP Wolfman
C C P C C P Alliance
236
|
Posted - 2013.03.26 08:22:00 -
[170] - Quote
Maximus Creed wrote:Maximus Creed wrote: If there is a sniper somewhere in the distance, and I am looking for him in the rock-line through a scope, if I find him, hover my crosshair over him for a couple of seconds only then does he light up as a red dot...
If this is indeed another form of scanning or spotting (since it is probably well outside of passive scan range), is it also affected by scan profile/precision? I would like to know:
- What determines the length of time I have to look directly at the person before they light up?
- How directly do I have to look at the person for them to light up? (within 5-10 degrees?)
- Is there a maximum range on this 'directional' spotting? I have noticed when sniping at very long range, sometimes no matter how long I look directly at them, people just don't light up.
- What effect, if any, do scan profile/precision have on this?
- The time it takes us to check if anything is there, roughly 2 frames.
- Once they are beyond the normal range for tags to show up you literally have to look right at them.
- There isn't a max range currently for this, we'll check whats up.
- They have no effect on targets picked up by looking at them.
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HowDidThatTaste
Imperfects Negative-Feedback
2323
|
Posted - 2013.03.26 08:33:00 -
[171] - Quote
So a heavy suit has to now use one of its rare slots to decrease its profile? We are already a huge slow moving target now we get to wear a neon sign too? The heavy suit really needs more options in its fittings. Especially advanced nd proto suits.
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Shaze 'Jazz' Sovatsor
R.I.f.t
8
|
Posted - 2013.03.26 08:49:00 -
[172] - Quote
HowDidThatTaste wrote:So a heavy suit has to now use one of its rare slots to decrease its profile? We are already a huge slow moving target now we get to wear a neon sign too? The heavy suit really needs more options in its fittings. Especially advanced nd proto suits.
Well you can decrease your profile by the Profile Dampening skill.
CCP Wolfman wrote:The scan profile of a dropsuit can be reduced by fitting profile dampeners which will protect users from both passive and active scanning by reducing their scan profile. The Profile Dampening skill will also give you a 2% reduction to your profile per level.
|
2100 Angels
The Southern Legion
24
|
Posted - 2013.03.26 09:01:00 -
[173] - Quote
CCP Wolfman wrote:Hi guys,
I thought IGÇÖd collate a bunch of info on the scanner and scanning to answer some of the questions IGÇÖve seen and was getting a bit too sleepy to answer last night. Hopefully this will clear things up.
Every active scanner has its own scan precision value. Every dropsuit has a scan profile value. If the precision is a lower value than the scan profile of the dropsuit, the scan will succeed and the scanned players will be shown on the players minimap, 3D HUD and that of his squad mates. Profile size from largest to smallest is Heavy Frame, Medium Frame, Light Frame.
Scanners are a point and shoot weapon, have a range, an angle, a scan duration, and a target visibility once scanned duration.
Dropsuits also have a passive scanning function that works in the same way as the scanner but is radial and always on. Your profile is not dynamic so it is not affected by movements such as crouching, sprinting or actions such as shooting. Nor does your ratio of shield to armour have any effect. This is something we might consider developing further in the future.
The scan profile of a dropsuit can be reduced by fitting profile dampeners which will protect users from both passive and active scanning by reducing their scan profile. The Profile Dampening skill will also give you a 2% reduction to your profile per level. Precision Enhancement (2% dropsuit precision bonus) and Range Amplification (10% dropsuit scan range) skills do not effect active scans, they only effect passive scans. Dropsuit command will no longer have a scan bonus associated with it.
The initial implementation of the scanner does not reveal the location of or change the profile of the dropsuit using it. We will consider adding this feature if it shows itself to be necessary. It will also not include scan specific WP rewards but we do want to intorduce them at some point.
Hope that helps clear things up :-)
CCP Wolfman
Does profile dampening affect the appearance of the chevron? i.e. if I scan the hills for a sniper, will it be harder to make his chevron pop up visually if his profile dampening skills are high?
Also: profile dampening currently provides 5% reduction to profile signature... is this changing to 2? D:
EDIT: Answered in a previous post |
Citpaan Hacos
BetaMax. CRONOS.
29
|
Posted - 2013.03.26 09:58:00 -
[174] - Quote
HowDidThatTaste wrote:So a heavy suit has to now use one of its rare slots to decrease its profile? We are already a huge slow moving target now we get to wear a neon sign too? The scan stuff is already in, the suit stats are there. You are already wearing the neon sign. Has is been a problem? Probably not. If you aren't using the module right now, you aren't going to have to after the update. (Anyways, profile analysis modules are probably the more useful sensor kit for heavies.)
The only reason you'd want to decrease a heavy's profile is so radar will have harder time spotting a cloaked heavy. And unless they add a racial heavy with an equipment slot, that's a non-concern. |
S Park Finner
BetaMax. CRONOS.
111
|
Posted - 2013.03.26 10:26:00 -
[175] - Quote
CCP Wolfman has gone the extra mile to help us understand the plans for scanning and should be given the "Forum Dev of the Week" award. Many thanks for good information and a minimum of snarky! |
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CCP Wolfman
C C P C C P Alliance
237
|
Posted - 2013.03.26 10:48:00 -
[176] - Quote
Thanks mate :-)
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xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
239
|
Posted - 2013.03.26 11:00:00 -
[177] - Quote
So, Wolfman, can you confirm that the new scrambler rifle have the four variants (burst, tactical etc.) we'r used to? I've seen a red dot too ... can't wait to use it! |
Beren Hurin
OMNI Endeavors
297
|
Posted - 2013.03.26 11:06:00 -
[178] - Quote
Good Afternoon!
So how do manmade and natural barriers affect active AND passive scanning? Sometimes it appears that I can see through buildings other times I can't?
Also, do flux grenade affect or disable enemy scanners? They say they affect electronics? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1240
|
Posted - 2013.03.26 11:45:00 -
[179] - Quote
CCP Wolfman wrote: It will also not include scan specific WP rewards but we do want to intorduce them at some point.
Strange, when i used the scanner in the closed beta, i think i remember getting WP assist for people killed that i had detected. DIdnt use it much though so can be wrong. |
Alistair McFlair
Seraphim Initiative. CRONOS.
6
|
Posted - 2013.03.26 11:54:00 -
[180] - Quote
give me proxy flux explosives |
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Halador Osiris
Dead Six Initiative Daringly Inserting Large Dangerous Objects
79
|
Posted - 2013.03.26 12:47:00 -
[181] - Quote
Nova Knife wrote: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.) Stealth bomber :P |
Halador Osiris
Dead Six Initiative Daringly Inserting Large Dangerous Objects
79
|
Posted - 2013.03.26 12:49:00 -
[182] - Quote
Maken Tosch wrote: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 :-) 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. Actually, I prefer to see the low-slot modules being sacrificed. After all that is where the profile dampeners and kinetic catalyzers are fitted. Therefore a cloak should have higher PG requirement in relation to CPU requirement. That way, I can still deal decent damage but at the expense of profile dampening and sprint speed. If they really wanted to be jerks about it, they could make it so you'd have to equip a "Cloaking Generator" in your low slot and a "Cloaking Activation Unit" in your equipment slot |
Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
37
|
Posted - 2013.03.26 13:27:00 -
[183] - Quote
The first true Devblog, since it has a graph in it.
I like graphs |
steadyhand amarr
Imperfects Negative-Feedback
373
|
Posted - 2013.03.26 13:34:00 -
[184] - Quote
That graph also explains a lot >.< |
Garrett Blacknova
Codex Troopers
2146
|
Posted - 2013.03.26 14:30:00 -
[185] - Quote
A few things I've tested and can confirm (contrary to Wolfman's info) as working in the current build we're playing on.
1. Contrary to official word, shooting most definitely DOES increase your scan profile. When I'm near a well-stealthed enemy suit, but they're out of LoS (either behind me or behind cover), they still show up on the minimap (and with HUD chevrons if they're in my field of view) as they're firing, then vanish again before the next shot (unless it's rapid-fire). I've been able to see it consistently happening in time with the sound of their shot, sometimes paired with the sight of a sniper round or the beam of a laser coming out from behind the building/hill in between us. I can say with 100% certainty that the only other person on my team was the target, and was looking away from the shooter at the time in several cases. Shooting also - at least ocasionally (presumably based on profile vs. precision) - lights up targets outside of normal detection range if the shooter is in your field of view.
2. Scan Precision vs. Profile almost certainly DOES influence LoS detection. I haven't tested this as thoroughly, but I'm pretty confident about it. With an Assault suit (notable Precision loss against a Scout), against the same players, using the same fittings and the same suits during the same match, the game consistently lights enemies up slower than when I switch to a Scout suit. Additionally, at appoximately 100m distance, far enough to be well outside the scan range of my suit, in a 1 vs. 1 match so I know there are no other players influencing the situation, I can light a target up and duck behind cover, and they'll stay visible a LOT longer when I'm a Scout than when I'm running an Assault suit and doing the same thing in the same place with the same enemy while they're wearing the same suit.
3. Not clarified by Wolfman, but Scan Profile has an important impact on how quickly your marker fades. The only exception is when they only light up while you're specifically marking them. Scouts consistently and reliably disappear almost instantly when moving into cover, unless I'm also running a Scout suit. Heavies are always visible for several seconds before their marker fades away, unless the player has a better profile than my Heavy suit's Precision, and I'm running Heavy.
And on to the next point: Cloaking vs. Active Scanners.
It's confirmed that Scanners will expose a cloaked target. It's obvious that this will mark the target on the minimap, but we haven't heard if this also puts chevrons above the heads of cloaked targets. Can we get confirmation of whether that happens or not? I'd also like to know the same thing about whether your passive scanners do this. I'm hoping - for both questions - that the chevrons appear as well as the map markers.
Also, I want to see flux grenades as a way to disable cloak. I hope the activation is a fairly long duration, with a relatively short cooldown, but one influenced by how the device is used.
As equipment, I want the ability to select the cloak, activate it, move while hidden, then manually de-activate it and have a shorter cooldown proportional to the duration I kept it on. Anything that interrupts the cloak should result in a longer cooldown - firing a weapon while cloaked should "break" the cloak, as should being hit by a Flux Grenade. It would be particularly awesome if a Flux Grenade hit on an uncloaked Dropsuit triggered cooldown as if the cloak had just been used (resetting a normal cooldown if it's already active), and if the cloak was active, it gave the same extended cooldown you get from breaking cloak by firing. If the cloak has a short cooldown (which I'm hoping), it should at least double when the cloak is broken. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
443
|
Posted - 2013.03.26 14:51:00 -
[186] - Quote
CCP Wolfman wrote:Dropsuit command will no longer have a scan bonus associated with it.
What will Dropsuit Command do other than unlock suits? Having trained it to 5 specifically for reduced scan profile I'm curious what we'll now get for the points.
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steadyhand amarr
Imperfects Negative-Feedback
373
|
Posted - 2013.03.26 15:10:00 -
[187] - Quote
For those that played it bf2142 did it quite well as the cloke was a handheld item that was a click hold and could only be used in a short burst so it was useful but not over powerd |
Assi9 Ventox
The Hellspawned Ronin Oni Alliance
10
|
Posted - 2013.03.26 15:43:00 -
[188] - Quote
Alistair McFlair wrote:give me proxy flux explosives
OR GIVE ME DEATH!! |
Skilfer
Nova Corps Marines
21
|
Posted - 2013.03.26 15:56:00 -
[189] - Quote
The blog mentioned "a bunch of new weapons [we know about ] rolling off the New Eden production lines in the next update..." I believe I must have missed this information and I cannot find any Dev blogs/posts stating what new weapons we will be getting. If someone could post a link please I would greatly appreciate it. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
443
|
Posted - 2013.03.26 16:06:00 -
[190] - Quote
Skilfer wrote:The blog mentioned "a bunch of new weapons [we know about ] rolling off the New Eden production lines in the next update..." I believe I must have missed this information and I cannot find any Dev blogs/posts stating what new weapons we will be getting. If someone could post a link please I would greatly appreciate it.
I don't have the link but the ones we know about are the Amarr Scrambler Rifle, Minmatar Flaylock Pistol and Gallente Plasma Cannon.
|
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dust badger
BetaMax. CRONOS.
292
|
Posted - 2013.03.26 16:07:00 -
[191] - Quote
i guess its refering to the ones they told us about months and months ago
http://dust514.com/media/wallpapers/testers-tournament-unlock-5-5/
http://dust514.com/media/wallpapers/testers-tournament-unlock-3-5/
http://dust514.com/media/wallpapers/testers-tournament-unlock-1-5/ |
Skilfer
Nova Corps Marines
21
|
Posted - 2013.03.26 16:20:00 -
[192] - Quote
Ah, I remember now. Thank you. |
crazy space 1
ZionTCD Legacy Rising
962
|
Posted - 2013.03.26 16:21:00 -
[193] - Quote
Shaze 'Jazz' Sovatsor wrote:HowDidThatTaste wrote:So a heavy suit has to now use one of its rare slots to decrease its profile? We are already a huge slow moving target now we get to wear a neon sign too? The heavy suit really needs more options in its fittings. Especially advanced nd proto suits.
Well you can decrease your profile by the Profile Dampening skill. CCP Wolfman wrote:The scan profile of a dropsuit can be reduced by fitting profile dampeners which will protect users from both passive and active scanning by reducing their scan profile. The Profile Dampening skill will also give you a 2% reduction to your profile per level.
um.... Doesn't it give 5% reduction ? |
crazy space 1
ZionTCD Legacy Rising
962
|
Posted - 2013.03.26 16:25:00 -
[194] - Quote
Hey wolfman, everything you said about how profile and scanning works, put a video tutorial IN GAME for gods sake, this is a AAA console title isn't it? You shouldn't have to hope out of game to learn how to play, that's madness. |
RECON BY FIRE
Internal Error. Negative-Feedback
79
|
Posted - 2013.03.26 16:26:00 -
[195] - 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 :-)
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. |
Garrett Blacknova
Codex Troopers
2150
|
Posted - 2013.03.26 17:13:00 -
[196] - Quote
crazy space 1 wrote:Shaze 'Jazz' Sovatsor wrote:HowDidThatTaste wrote:So a heavy suit has to now use one of its rare slots to decrease its profile? We are already a huge slow moving target now we get to wear a neon sign too? The heavy suit really needs more options in its fittings. Especially advanced nd proto suits.
Well you can decrease your profile by the Profile Dampening skill. CCP Wolfman wrote:The scan profile of a dropsuit can be reduced by fitting profile dampeners which will protect users from both passive and active scanning by reducing their scan profile. The Profile Dampening skill will also give you a 2% reduction to your profile per level.
um.... Doesn't it give 5% reduction ? In our current build? Yes.
But confirmed the stats are changing next build, including (as mentioned in this thread) the removal of the Scan Profile bonus on Dropsuit Command. |
Garrett Blacknova
Codex Troopers
2150
|
Posted - 2013.03.26 17:15:00 -
[197] - Quote
RECON BY FIRE 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 :-) 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. They could do an EVE-style trick and treat the Scout as a Spec-Ops role, give them 99% reduction to PG/CPU costs for cloaking devices.
So you can easily fit even a high-tier one on even the Militia Scout suit, but if you try and load up your Proto Logi suit, it's going to barely have room for a Sidearm. |
Pakratpatti TG
Like a Boss.
2
|
Posted - 2013.03.26 17:33:00 -
[198] - Quote
All this is Great, but Heavy's don't even have 1 equipment slot. We don't just run with Hmg's & 1 slot would be a Very welcome addition especially with using a Forge gun & being able to now use the Scanner. |
Jack O'TheShadows
BurgezzE.T.F Orion Empire
0
|
Posted - 2013.03.26 17:59:00 -
[199] - Quote
Sorry you may have already answered this but will the active scanner detect deployed equipment such as nanohives, drop uplinks, and deployed remote explosives? Or just suits. |
gbghg
L.O.T.I.S. Legacy Rising
845
|
Posted - 2013.03.26 20:06:00 -
[200] - Quote
A question a corp member asked, and since my wifi is buggy right now it's rather difficult to look back through the thread but his question was "will any of the new equipment earn the player wp?" |
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La Fortune
Terranauts
38
|
Posted - 2013.03.27 11:05:00 -
[201] - Quote
Just an alternative idea for the cloaking device.
Instead of movement penalties, either in slowing movement down or making you more visible the faster you are, just like Killzone, Halo or actually most games which have a cloaking device.
Why not put an emphasis on speed? After all these things are designed really for scouts, infiltration and such. The last thing you want to be as a scout is a slow, creeping stalker inching his/her way to the next objective. Infiltration is supposed to be fast and stealthy, so...
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.
It would also mean that shotgun users and CQC mercs can get up close and personal quickly and quietly, instead of camping a corner.
Anyway, personally I find that being cloaked in the traditional way in most shooters is rather pointless when the gunfight you were sneaking up to is now across the map, it really just encourages camping.
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dust badger
BetaMax. CRONOS.
292
|
Posted - 2013.03.27 11:11:00 -
[202] - Quote
Jack O'TheShadows wrote:Sorry you may have already answered this but will the active scanner detect deployed equipment such as nanohives, drop uplinks, and deployed remote explosives? Or just suits.
i remember reading it will be a point and shoot weapon like the repair tool |
Judge Rhadamanthus
Shining Flame Amarr Empire
26
|
Posted - 2013.03.27 11:32:00 -
[203] - Quote
With cloaks and them maybe coming to vehicles ( as implied by the 2nd vehicle dev blog) can we either add a disable turret option to the drop ship module wheel or force turret disablement on stealth activation.
The issue is random players in pubs with turret tourettes shooting all over the place as they do at the moment for no reason thus pushing a vehicle out of stealth before the pilot/owner wants to. |
Angus McBeanie
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.27 11:47:00 -
[204] - Quote
Stealth tanks like in C&C renegade! |
Xender17
Oblivion S.G.X
15
|
Posted - 2013.03.27 18:06:00 -
[205] - Quote
Is the cloak a throw on the ground or carry with you while active(like most games) cloak. |
Zekain Kade
BetaMax. CRONOS.
1087
|
Posted - 2013.03.27 18:13:00 -
[206] - 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. So its like the bubble shield from halo reach, but wothout the healing part? |
Zekain Kade
BetaMax. CRONOS.
1087
|
Posted - 2013.03.27 18:15:00 -
[207] - 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. So its like the bubble shield from halo reach, but wothout the healing part? |
Garrett Blacknova
Codex Troopers
2166
|
Posted - 2013.03.27 18:31:00 -
[208] - Quote
dust badger wrote:Jack O'TheShadows wrote:Sorry you may have already answered this but will the active scanner detect deployed equipment such as nanohives, drop uplinks, and deployed remote explosives? Or just suits. i remember reading it will be a point and shoot weapon like the repair tool You realise that doesn't answer the question, right?
Not "is it a deployed item", but "does it detect deployed items?"
Which I don't think has been answered, and I'd be very interested in hearing the answer myself.
From what I've seen so far, deployables SEEM to have their own Scan Profile values, because they take varying amounts of time to show up based on the Scan Precision of your suit (and related skills). I don't think anyone has given us the values for this, but the fact that enemy Nanohives and Uplinks show up faster when I'm running a Scout than an Assault supports it. This would suggest that yes, they will show up, as long as the Scan Precision on your scanner is low enough to pick them up. |
Halador Osiris
Dead Six Initiative Daringly Inserting Large Dangerous Objects
92
|
Posted - 2013.03.27 18:38:00 -
[209] - Quote
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 |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
68
|
Posted - 2013.03.27 19:22:00 -
[210] - Quote
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. |
|
Tyrin Tonious
Wraith Shadow Guards
8
|
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
|
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
|
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
|
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?
|
RECON BY FIRE
Internal Error. Negative-Feedback
80
|
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
|
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.
|
RECON BY FIRE
Internal Error. Negative-Feedback
80
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
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