Posts: 2,944
Threads: 178
Joined: Nov 2009
Staff roles: Systems Developer
Ever since the last update hit, cloak disruptors are back on 2k/3k/4k disrupt range for light, medium and heavy respectively. The cooldown is also reverted to double than what is before, 60/90/120 seconds. The old stats were 3k/6k/9k with 30/60/90 cooldown. I'm not sure what happened, but the change wasn't mentioned anywhere in the notes, and I even asked some devs on skype about it - they have no idea why it was changed.
I'm guessing it's a bug then, because there was no reason to nerf cloak disruptors as they were working fine, and I'm making a separate thread because it was reported 2 times already in the bug reports thread but nothing was done about it.
(06-28-2016, 06:34 PM)Darku Wrote: and can we turn off the CD disrupting cloaks now since we got cloak disruptors?
It's bad enough that the future of Jump Drives lies in people being forced to get overpriced POB equipment to counter an overpowered and utterly broken mechanic. Giving the same treatment for cloaks would make balance even worse.
(06-28-2016, 06:34 PM)Darku Wrote: and can we turn off the CD disrupting cloaks now since we got cloak disruptors?
totally agree... cloaks have nothing in common with cruise engines... Cruise Disruptor for stop cruises engine, cloak disruptors for cloak... have sense...
(06-28-2016, 06:34 PM)Darku Wrote: and can we turn off the CD disrupting cloaks now since we got cloak disruptors?
For the love of God, yes. Cloak disrupters are meant for cloaks, now that they made the cloak disrupters, it should be reverted to cruise disruptor. I lost a fight to a scyllia because of the cd. Took me a while to figure out that it was disrupting my cloak