(11-21-2015, 01:46 PM)Nyx Wrote: Cloaks are something that can be stopped - and be detected. Jump Drives cannot be stopped.
Something cloaked near you? Don't keep still. Additionally, use a Cloak Disruptor. Something has a cloak? CD it when the shield is off/or if you see the battery count go down.
There isn't anything much wrong with Cloaks - it's just up to the player to be competent and aware of their environment.
The only thing that needs changing is the Jump Drive - it's just ridiculous. It would have been nice if Jump Drives actually jumped in a fleet, rather than some cap that goes, "lol time to restock" and jumps out, then in again. Can't there just be a Jump Drive cooldown of 5 minutes/10 minutes or something?
It is not really possible to do your tactics when there is more than 3 cloakers.
It is also impossible to run away from cloakers in a battleship so insta kill.
Like i said jd is the only thing that effective to run away from cloakers
Cloak needs nerf here also jumpdrive, both destroys fun in discovery.
So add weapon activation time when someone uncloaks and increase jd jump time or do something else.
Btw there is not many cloak disruptors in discovery
3 Battleships are cloaked on your one battleship? Gee, who would have thought of cruising.
If they had escorts? Tough crap, don't get baited out in the open. Instead, bait them to decloak.
Additionally, concerning cloak disruptors, they seriously shouldn't be made by Core 4 bases, or Core 3, whatever. They should also be cheaper. I don't think that weapon drain should be made on a cloak ship, if they were to seriously do it, at least make it drain to 50% or so.
It takes no effort/skill to buttcloak.
Baiting lol. Because baiting a valor works.
Meh they cant understand people likes to get blue in easy way.
Posts: 6,307
Threads: 488
Joined: Nov 2014
Staff roles: Art Developer
(11-21-2015, 02:38 PM)Wesker Wrote:
(11-21-2015, 02:34 PM)Nyx Wrote:
(11-21-2015, 01:58 PM)Titan Wrote:
(11-21-2015, 01:46 PM)Nyx Wrote: Cloaks are something that can be stopped - and be detected. Jump Drives cannot be stopped.
Something cloaked near you? Don't keep still. Additionally, use a Cloak Disruptor. Something has a cloak? CD it when the shield is off/or if you see the battery count go down.
There isn't anything much wrong with Cloaks - it's just up to the player to be competent and aware of their environment.
The only thing that needs changing is the Jump Drive - it's just ridiculous. It would have been nice if Jump Drives actually jumped in a fleet, rather than some cap that goes, "lol time to restock" and jumps out, then in again. Can't there just be a Jump Drive cooldown of 5 minutes/10 minutes or something?
It is not really possible to do your tactics when there is more than 3 cloakers.
It is also impossible to run away from cloakers in a battleship so insta kill.
Like i said jd is the only thing that effective to run away from cloakers
Cloak needs nerf here also jumpdrive, both destroys fun in discovery.
So add weapon activation time when someone uncloaks and increase jd jump time or do something else.
Btw there is not many cloak disruptors in discovery
3 Battleships are cloaked on your one battleship? Gee, who would have thought of cruising.
If they had escorts? Tough crap, don't get baited out in the open. Instead, bait them to decloak.
Additionally, concerning cloak disruptors, they seriously shouldn't be made by Core 4 bases, or Core 3, whatever. They should also be cheaper. I don't think that weapon drain should be made on a cloak ship, if they were to seriously do it, at least make it drain to 50% or so.
It takes no effort/skill to buttcloak.
Baiting lol. Because baiting a valor works.
Yes because it's so hard to get another capital ship to be alone in the front? Oh - and Wesker, you and I should know the times, even when outnumbered, cloaks were essential to winning the fight, especially during the times where the enemy had more cap ships versus our minority. Tactics. Split them up. It's their fault if they split up. Remember, if they decloak, and if you had competent players and escorts, they're effectively permadecloaked once they're out of it.
I'm going to agree with Nyx, cloak can be stoped with diruptor and you can counter it in some way just spaming CDs. In the case of jumpdrives there is no way to stop it and it's just kills any motivation to fight, actually. So jumpdrives are just ruining the gameplay and nothing really more.
Cloaks can be stopped. Jump Drive's cannot. That's fact.
No need to be upset.
Also, return the ability of 'fleet' jumping to Jump Drives, so if they jump away (with the higher the JD, the bigger the radius), they can still be shot down. Because it really shouldn't be working as a singular entity, it should be a fleet mechanic. You wouldn't want to jump while your enemies are surrounding you, or do you...?
I said in my OP that the JD should take 15-20 minutes to charge up while taking less fuel. I think 15-20 minutes is more than enough to kill a cap that is trying to jump, also a message should be there like "X player is charging his jump drive" so you would know who is trying to escape. It should also be a single ship jump, this way if you are in a fighter you need to dock with the jumping ship, giving the carriers a carrier role and giving the docking modules a use rather than being 100 mil useless module.
I took my ideea from Battlestar Galactica series, where all the fighters/bombers needs to dock if they want to escape the enemy fleet. But then again, no one bothers to read the original post.
(11-21-2015, 04:40 AM)Hidamari Wrote: for what reason do you have to keep jumpdrives in the mod when it is blatantly obvious they are harmful to the game.
For what reason do you believe that properly designed Jumpdrives (and cloaks, for that matter, although those are harder to pull of correctly) that allow players to quickly move to activity hubs yet don't offer a free get-out-of-jail card would be
(11-21-2015, 04:40 AM)Hidamari Wrote: harmful to the game.
?
Legitimate question. Although you're Dii, so you're gonna say something along the lines of "xd currently JDs are awful and discourage fights so they can never be different duh look at the mod's dwindling population that's clearly caused by jumpdrives, cloaks and PoBs".
But jump drives don't create activity hubs. When people see a ship online with one, they just want to go so something else.
Furthermore trying to force Jump Drives being part of the game and making them tools to get players into the action sounds like an excuse for poor system development that the devs don't address themselves. Rather than trying to shape a future (which I fear could become a possibility) where PoB equipment becomes essential in fights, jump drives should be deleted and systems should be redesigned to be better for activity.