Think about it, we have heavy and light shields that trade off capacity for recharge rate. Why not have heavy and light cloaks that trade off capacity for recharge time? One for scouting and other for "tactical retreats". Make the "cowardly one" be really situational and only possible to use for a short break off or running away in a situation where you are on the edge of an asteroid field (so just about enough time to get away from someone stuck in reduced sensor range) and I think everyone will then be happy...
Like someone once said (paraphrased) "you don't increase activity by removing options".
I agree with this, make 2 versions of ligh cloak, one with 10 sec activation and shorter duratione, and one for 20 sec activation and longer duration, that way both ones who want to escape and ones who want to scout araund in snub will be happy.
That will solve all problems,and there is really no reason to have both.
Unless, naturaly , if story that change is made to give light cloak tactic value is complete ( procesed food remains of large domestic male animal ) and excuse and it is really meant to prevent newbies to run away from "pros" ...
Prove me wrong, please.
Unless, naturaly , if story that change is made to give light cloak tactic value is complete ( procesed food remains of large domestic male animal ) and excuse and it is really meant to prevent newbies to run away from "pros" ...
Prove me wrong, please.
I feel myself fine with new cloak tbh, while probably I would not mind having the old one back
here some solution for you:
to have both cloaks and doing minimal needed work to perform it... just revert light cloak changes and decrease cargo space taken by cruiser cloak. That's it. Take MK2 cloak for long cloak and MK1 cloak for the fast cloak.
For years it was 3 seconds. When they changed it to 10 I let it go as reasonable. Now its 20s, and as you can see over time it was slowly changed to eliminate using it to try to escape. But really, why should the only cloak you could do that with also be totally neutralized, and why should guys like me need to adjust, when the only reason for such a change would be to help the pvp'ers who get kills all the time but can't let one go. Maybe its not a guaranteed escape, but with no chance, it totally ruins light cloaks.
And I mostly played for years in a Pelican using a Mk2, that always had a 20s charge time and I never complained because it was fair compared to the large cloak, and I was ok taking a chance knowing the odd time it would work but wasn't that important with that ship. Instead, the light cloak was a reasonable piece of tech that had at least some chance of saving you...because there's nothing worse than getting into a big fight and dying with full cloak fuel, because game mechanics are designed to favor the pewpew'ers. Just make them more expensive to balance them out, if they provided such an advantage, I'm not sure why they were 120 million creds and not 350-500. The value of materials can be increased, or players making them can just bump the pricees up (if it went back to 10s )
There are cloak disruptors! Put them in a gunslot instead and if you don't have to sacrifice a cm slot the value on those would go way up too.
You still need to drop your shields while trying to cloak, and regular CD's still work to disrupt the charging process. 20s means its just for show, and can be used to 'get around', but again that was already a thing, since every base sells cloak batteries, and POB's can be stocked with cloak batteries. Yet again, older, more tolerant players like me are shoved aside to suit the fighter only crowd and it seems like a low blow to me!
(09-14-2020, 07:59 PM)Binski Wrote: For years it was 3 seconds. When they changed it to 10 I let it go as reasonable. Now its 20s, and as you can see over time it was slowly changed to eliminate using it to try to escape. But really, why should the only cloak you could do that with also be totally neutralized, and why should guys like me need to adjust, when the only reason for such a change would be to help the pvp'ers who get kills all the time but can't let one go. Maybe its not a guaranteed escape, but with no chance, it totally ruins light cloaks.
And I mostly played for years in a Pelican using a Mk2, that always had a 20s charge time and I never complained because it was fair compared to the large cloak, and I was ok taking a chance knowing the odd time it would work but wasn't that important with that ship. Instead, the light cloak was a reasonable piece of tech that had at least some chance of saving you...because there's nothing worse than getting into a big fight and dying with full cloak fuel, because game mechanics are designed to favor the pewpew'ers. Just make them more expensive to balance them out, if they provided such an advantage, I'm not sure why they were 120 million creds and not 350-500. The value of materials can be increased, or players making them can just bump the pricees up (if it went back to 10s )
There are cloak disruptors! Put them in a gunslot instead and if you don't have to sacrifice a cm slot the value on those would go way up too.
You still need to drop your shields while trying to cloak, and regular CD's still work to disrupt the charging process. 20s means its just for show, and can be used to 'get around', but again that was already a thing, since every base sells cloak batteries, and POB's can be stocked with cloak batteries. Yet again, older, more tolerant players like me are shoved aside to suit the fighter only crowd and it seems like a low blow to me!
(09-14-2020, 08:24 PM)darkwind Wrote: Wohooo, I did it. Debinsked binki's text.
(09-14-2020, 07:59 PM)Binski Wrote: For years it was 3 seconds. When they changed it to 10 I let it go as reasonable. Now its 20s, and as you can see over time it was slowly changed to eliminate using it to try to escape. But really, why should the only cloak you could do that with also be totally neutralized, and why should guys like me need to adjust, when the only reason for such a change would be to help the pvp'ers who get kills all the time but can't let one go. Maybe its not a guaranteed escape, but with no chance, it totally ruins light cloaks.
And I mostly played for years in a Pelican using a Mk2, that always had a 20s charge time and I never complained because it was fair compared to the large cloak, and I was ok taking a chance knowing the odd time it would work but wasn't that important with that ship. Instead, the light cloak was a reasonable piece of tech that had at least some chance of saving you...because there's nothing worse than getting into a big fight and dying with full cloak fuel, because game mechanics are designed to favor the pewpew'ers. Just make them more expensive to balance them out, if they provided such an advantage, I'm not sure why they were 120 million creds and not 350-500. The value of materials can be increased, or players making them can just bump the pricees up (if it went back to 10s )
There are cloak disruptors! Put them in a gunslot instead and if you don't have to sacrifice a cm slot the value on those would go way up too.
You still need to drop your shields while trying to cloak, and regular CD's still work to disrupt the charging process. 20s means its just for show, and can be used to 'get around', but again that was already a thing, since every base sells cloak batteries, and POB's can be stocked with cloak batteries. Yet again, older, more tolerant players like me are shoved aside to suit the fighter only crowd and it seems like a low blow to me!
Thanks to any who support changing them back!
Well done! I hope this helps everyone read at a fully adult level! If anyone needs help with that I can recommend a few good books.