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Ahop Yol
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Posted - 2005.12.23 19:43:00 -
[1]
What's this extra delay after jumping through a gate before being able to reactivate the covert ops cloak on a covert ops ship?
I hope this is an undesired change that will be reverted because it totally sucks. Please reply if you agree something needs to be done about it.
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Ficti0n
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Posted - 2005.12.23 21:02:00 -
[2]
Is this a sick joke?
And if it isnt how long is the delay?
I dont even fly cov-ops im just curious
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Itanis
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Posted - 2005.12.23 21:07:00 -
[3]
Originally by: Ficti0n Is this a sick joke?
And if it isnt how long is the delay?
No.
30 seconds, but it can be avoided if you sit at the gate uncloaked for 30 seconds before jumping, which isn't much consolation.
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Mr Floppyknickers
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Posted - 2005.12.23 21:13:00 -
[4]
Is this only on C-ops ships or cloaks in general. Not only will the severly reduce an already fragile class of ships survivability, but make it even harder to be a hauler in low sec and 0.0 space. The gate cloak to cloaking device activation period is the most vunerable point of exisitence for anyone using a cloak, to have a delay added in makes it that much harder for these ships / modules to do the job they're supposed to do, keep the ship / player alive.
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Virida
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Posted - 2005.12.23 21:20:00 -
[5]
An dev did post on an other tread, and the reason is to make shure other timed items dont get timer wiped when going trough an gate(titan, hint, hint).
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Altus Morningstar
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Posted - 2005.12.24 05:03:00 -
[6]
As a covert ops jockey I'm rather annoyed at this new "feature". Doing my job while in a single system is fine and I can live with the timer. Having the damn thing reset, however, after every jump now is just stupid. Put it back please. Bloody hate it when things get "fixed" that weren't broken in the first place.
The end is extremely f'ing nigh. |

duckk
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Posted - 2005.12.24 07:55:00 -
[7]
Apparently it's to fix some exploits with siege modules, but still, it is very annoying.
I don't understand why covops and recons can't have 5 second recloaks like stealth bombers. As it is they (especially so in the covops frigate's case) are very fragile and have little to no offense.
I think there probably should be some sort of anti stealth module, but this isn't the way to do it. This is just adding annoyance instead of finding a proper solution.
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Stribog
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Posted - 2005.12.24 08:45:00 -
[8]
Well, if they are gonna keep it this way, reduce it to 15-10 seconds instead of 30. Would be enough for me tbh.
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Ahop Yol
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Posted - 2005.12.24 18:59:00 -
[9]
What they need to do is find a proper solution for whatever else it is they have tried to fix. This is a half assed attempt that's broken another aspect of them game. Find another way to stop people bypassing siege module timers or whatever it is you tried to do and put the covert ops cloak back how it was.
This is very sloppy and will not do CCP.
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Calisto Lockhart
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Posted - 2005.12.24 21:40:00 -
[10]
wtf your havin a laugh right, if you arnt it aint funny
Originally by: SengH TomB would probably use it as an excuse to develop some ridiculously overpowered weapon for the Jove mothership, then Oveur would ride it into the middle of the borg fleet and set it off
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Cefte
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Posted - 2005.12.25 01:34:00 -
[11]
Unacceptable. CCP is obviously as busy as all hell, and during the Christmas period as well, but still, this should be near the top of the list of gameplay issues to be fixed.
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j0sephine
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Posted - 2005.12.25 01:38:00 -
[12]
Relevant thread in Game Development
go and rabb- i mean, voice your disapproval, there -.o
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Erin Berth
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Posted - 2005.12.25 15:36:00 -
[13]
Originally by: Virida An dev did post on an other tread, and the reason is to make shure other timed items dont get timer wiped when going trough an gate(titan, hint, hint).
as far as i know titans are a lil too big for jumpgates...therefore they have jumpdrives
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Hiccup
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Posted - 2005.12.25 15:49:00 -
[14]
According to the related thread I'm thinking that jumping is jumping whether you use a gate or a cyno-field so it makes sense to bring up dreads and titans.
To bad they can't just add a different kind of module timer for coverts instead of just keeping it all uniform.
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Reto
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Posted - 2005.12.26 14:37:00 -
[15]
Originally by: Hiccup To bad they can't just add a different kind of module timer for coverts instead of just keeping it all uniform.
they can but they either lazy or got to much work atm due to the other 100 squillion issues RMR brought in.
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