(06-29-2015, 11:07 PM)Lythrilux Wrote: Can we have clarification for the slots they're mounted on please?
Countermeasure Slot.
Cloaks and Cloak Disruptors can't be mounted at the same time as well.
Aaaaaaaaaaaaaaaaaaaaaaand cloakers just got a massssive buff, now everyone with a cloak will get away.
I fail to see how you can make such a statement on something that hasn't been tested in live conditions.
(06-29-2015, 11:18 PM)Laura C. Wrote: Will the regular CDs still be able to disrupt cloaking process before the cloaking starts?
The objective is to disable this as the Cloak Disruptor is able to disrupt both a charging and a cloaked player. We will see, we can't really know what is going to happen until it hits the game.
On a serious note, you realize, with the amount of resources, and timing this thing requires, no one will be willing too sacrafice there CM slot, nor will ppl spend that cash knowing the cooldown and the resources required, those people using the cloak disruptors will be insta-ganked by snubs, leaving the cloakers to move in unharmed, i like the field disruption effect, but the requirements are high enough that i dont think many people will use this.
(06-29-2015, 11:25 PM)Snoopy Wrote: Is there a required amount of core needed to use these new disrupters? IE can you use it in cruise or do you need like 3/4+ core?
Nothing such yet. We'll see how it plays ingame with the current version and adjust things depending on how it goes.
Imo it honestly would be better if you made a seperate Cloak disruptor, like a normal CD to replace the normal CD in the CD slot. keep the cooldown duration and all, but lower the resources needed to fire 1 round.
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(06-29-2015, 11:25 PM)Punisher5431 Wrote: On a serious note, you realize, with the amount of resources, and timing this thing requires, no one will be willing too sacrafice there CM slot, nor will ppl spend that cash knowing the cooldown and the resources required, those people using the cloak disruptors will be insta-ganked by snubs, leaving the cloakers to move in unharmed, i like the field disruption effect, but the requirements are high enough that i dont think many people will use this.
What about Battleships that don't use cloaks? CMs on battleships are pretty useless at the moment.
(06-29-2015, 11:26 PM)Alley Wrote:
(06-29-2015, 11:25 PM)Snoopy Wrote: Is there a required amount of core needed to use these new disrupters? IE can you use it in cruise or do you need like 3/4+ core?
Nothing such yet. We'll see how it plays ingame with the current version and adjust things depending on how it goes.
(06-29-2015, 11:18 PM)Laura C. Wrote: Will the regular CDs still be able to disrupt cloaking process before the cloaking starts?
The objective is to disable this as the Cloak Disruptor is able to disrupt both a charging and a cloaked player. We will see, we can't really know what is going to happen until it hits the game.
Ugh, that sounds quite harsh because in such case common single ship (let´s go with example of usual one ship police patrol) won´t be able to stop cloaking ship. It can have either regular cruise disruptor or cloak disruptor, not both.
This means that it can only:
a) stop ship from cloaking but can´t stop it from cruising away
or
b) stop ship from cruising away but can´t stop it from cloaking.
In both cases the cloaker can just laugh at my face and waves because it´s unstoppable unless I will be somehow able to destroy him quickly enough when he is deshielded (what is kind of hard task with transports for example when their charging time is like half a minute).
thats true, but then again the timing and all, its need to fire pretty much once to uncloak everyone, but then again the solution in that case could be some dessies moving to seperate that said battleship, and the cloakers could just move in on the rest. This also has the risk of friendly fire, which might discourage it even further.