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UGLYUGLY
Minmatar Brutor tribe
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Posted - 2008.10.27 06:55:00 -
[31]
Edited by: UGLYUGLY on 27/10/2008 06:56:17 Keep them as they are but make them burn liquid ozone as a fuel. Except for covert ops/force recons/stealth bombers these ships get a bonus that allows the ships internal reactors to power their cloak fields (or spin some better mumbo jumbo).
I would also like to see the mass of the ship be taken into account when calculating how much fuel is required. So regardless of ship class you are looking at maybe 30mins to 45 mins if you dedicate your whole cargo bay to cloak fuel. Better grade of cloak better fuel economy, might even add a new skill book that will reduce the fuel cost.
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Taradis
Amarr The Imperial Assassins
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Posted - 2008.10.27 06:58:00 -
[32]
cloaking is not broke, only people's tactics which CCP cannot fix
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Verx Interis
Amarr Aurora Security Sc0rched Earth
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Posted - 2008.10.27 07:01:00 -
[33]
Here's one important thing:
Will a titan be able to use them for more than 10 minutes? --------- Your bad loan management perfectly strikes the stock market, wrecking for -777.68 points. Eve job list |

Sharingla
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Posted - 2008.10.27 12:25:00 -
[34]
you've gotten it compleatelly wrong, you need to boost cloaking so that all ships can maintain cloaks indefinatelly even in warp or when colliding with others. |

Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2008.10.27 12:47:00 -
[35]
Cloaking does not need any more drawbacks. It has plenty already. It does not need fuel, it does not need cap usage, it does not need heat. Cloaks are the counter to probes.
First, ask yourself the question 'why do I care about this person who is cloaked?'. If your goal is to kill some mission-runner in your 0.0 space, work harder on your gatecamps. If your concern is a cloaked ship interrupting ratting or mining, then stop ratting and mining without escort. If you're wishing to interdict the intel abilities of your enemy, well then we're into tactics - how about showing them false intel which will make them rely less on their scouts?
Secondly, the real core of the issue about cloaking is that it's an all-or-nothing endeavour. Probes find you unless you're cloaked. End of story. So, what could be reasonably entertained is a proper rebalance to both probing and cloaking such that probes don't find you in seconds, cloaks don't render you totally immune to probes, but rather we have a continuum of modules and skills.
For example, a new skill Signature Stealthing or somesuch - cloaks work just the way they do now, but depending on your level in the above skill, you may or may not be detectable to someone who has trained another new skill Recon Probing, which determines their ability to analyse probe data and penetrate cloaks. After that, it's just balancing to determine who has the favourable outcome and precisely how detection is fashioned - could be chance-based, could be a linear scale, etc.
I'd personally want it such that if I've fitted T2 cloak of invisibility improved plus (remember I'm proposing more new cloaks and perhaps even probes, beyond the two we have now) and trained Stealthing to 5, I should be just as impossible to find now except to a dedicated hunter who has equally trained Recon Probing to 5, fitted T2 gear etc. You could even up the ante by giving the ships intended for recon work a bonus to stealth, and give some ship, perhaps even the recon ships themselves, a bonus to probing cloaked ships. This would give us dedicated subs & sub-hunters, and a more suitable range of options for both sides to play with.
Given the chance, I'd probably take the entire thing further and have scanners as well as probes and a proper intel gathering system instead of 'look at local, maybe drop a probe or two', but that's me. ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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Tac Ginaz
The Righteous Few
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Posted - 2008.10.27 18:40:00 -
[36]
Here's a simple solution:
Cloaks OVERHEAT when activated.
Covop ships have mitigation bonus to this overheat damage..say 80% mitigation.
Hence, a normal ship with a cloak could probably have it active for about 15 minutes before the cloaking device module burns out and stops working.
A covop ship can have it activated for 2 hours before it burns out.
Nanite paste can repair the device heat damage .. making the covop ships and even normal ships have a way of staying in space cloaked but.. with intervals in between that they have to be de-cloaked to fix their stuff.
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Spike Hellthrod
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Posted - 2008.10.27 20:07:00 -
[37]
Originally by: Tac Ginaz Here's a simple solution:
Cloaks OVERHEAT when activated.
Covop ships have mitigation bonus to this overheat damage..say 80% mitigation.
Hence, a normal ship with a cloak could probably have it active for about 15 minutes before the cloaking device module burns out and stops working.
A covop ship can have it activated for 2 hours before it burns out.
Nanite paste can repair the device heat damage .. making the covop ships and even normal ships have a way of staying in space cloaked but.. with intervals in between that they have to be de-cloaked to fix their stuff.
Why nerf the cloaks?? Leave them be. All ships but covet ops must uncloak to warp, so what's the issue??? A cloaked ship can't do anything to you. A cloaking covert ops ship is a must for all Fleet warfare. The ability to stay cloaked behind enemy lines for an indefinite period of time is needed. Intel on enemy numbers and movement is critical, and you better believe that your enemy is doing it as well.
As for everyone wining about AFK cloakers, deal with it! They are AFK, they can't do anything to you or your friends. As for the psychological warfare aspect of it, i'm for it! Psychological warfare is still warfare
Don't nerf something because it interferes with your style of game play. |
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