(12-18-2012, 04:51 PM)Reptile Wrote: and for the start i want notice that this is will be available only 4 categories of ships:
- Very heavy fighters
- Bombers
- Gunboats
- Cruisers\destroyers\BCruisers class
nothing more nothing less.
I think you need to learn that's not how discussions work. You can suggest classes you think it would be best to have it, but the devs will decide balance stuff like that.
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(12-18-2012, 07:38 PM)massdriver Wrote: Better just make cloak disrupter equipment. Mount it on snub(or other ship), get snub near cloaked ship or the ship that is going to cloak, and it will instantly deactivate all cloaks around. Add some /on /off commands to control it and avoid "friendly fire", add fuel consumption.
go read previous posts of idea,to see balance what i proposing.
Fighter can handle only mines for cloaked\cloaking ships.They cannot care heavy anticloak missile.If we will add CD to stop cloak charging - this is will kill their exclusivity and cost.
And fighters will get job of bombers and gunboats,this is very bad for team play.
Standard patrol - fighters with CD and anticloak mines,their range of explosion will turn-off all types of cloaks.
Fighters + anticloak GBs - will scan\stop cloaking snubs\GB\cruisers
Fighters + GBs + Bombers - will scan\stop all units of enemy ships.
Fighters + GBs + Bombers + Cruisers = fleet heavy anticloaking wing. Can scan for cloaked ships\for traps and not give them to run in cloak.
If you will give heavy anticloak missiles to fighter - you will kill heavy pyramide team gradation of teamplay.
(12-18-2012, 05:07 PM)Reptile Wrote: For every weapon you must have defense.
For guns - you have shields and nanobats.
For cruise speed - you have CD.
Against missiles and CD - you have CM.
Against cloak and jumpdrive - you have nothing.
Im talking about it not because i was ganked,im personaly leader of group player which using 6 cloaked turtles and i want to give chance to other to detect us and not give us to run away.
WELL you have the CD spam... Why should a CD track a cloaked ship??
But the idea of introduce new modules/equipment is nice.
and you can count on cloak death if this is introduced.. A cloak device isn't cheap takes a lot of cargo space and consumes hell of fuel to work with long time charging time plus dropping shields . no I would not buy Such device if nerfed that much.. Only for rp reasons maybe
(12-18-2012, 07:52 PM)Veygaar Wrote: Or just add Cloak Drain, much like Cruise Drain. Then the Cloak will be fine as is.
(12-18-2012, 09:14 PM)Lonely_Ghost Wrote: You sir got mind of genius. This will remove problem like: decloak and pew. Im sing for this!
Fine as is, means, useless for escape unless near JG/JH/ low player count environment, and useless for ambush due to drain?
Excellent idea!
But why bother, how about we just delete them, together with player bases? It'll save devs time and effort.
As for EMP idea itself:
If anything, give it to gunboats. That ship class is currently underused in large scale engagements.
Quote:GB electro-magnetic buoy:
Will be placed to GB turels and will eat energy for shot.Have no ammo,but has big recharge and slow moving of shell.
Speed of shell: 150 m\s
Radius of explosion: 500 meters from center (in the amount 1 k around center of shell)
Range of shooting: 1 k
Type of shell: looks like the flak
Recharge: 0.10
using energy: 250 000
Damage: hull 1000, shield 500
Will turn of light and medium cloaks in range of explosion.Cannot turn off heavy cloak! Will be perfect for escorts,where GB will jump first and will shot it to around and when its clear - will write to move on his transports,aka anticloak scout.
I think this is will be prefect anticloak scout and escort unit in convoys.He can detect and stop cloakers.