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  1. #41
    Senior Member Upinya Slayin's Avatar
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    Quote Originally Posted by fang1192 View Post
    Its not a perk, its inherent. I'll try to explain better:

    Cloak does NOT instantly recharge shields. What it does is when you are fully cloaked (havent been damaged/fired a shot) after 2 seconds it jump-starts your shields taking into account your shield stats.

    Because you use a respark you will barely, if ever, notice because resparks have a 2.5-.8 recharge and the process to get fully cloaked takes roughly 2 seconds.

    However, because i use a rhino (1600+ shields, 70% recharge, 9.6 second delay) when i fully cloak after 2 seconds my shields come back pretty much instantly. Thats a more noticeable 7 second difference.
    if its inherent why is it not stated anywhere that it lowers shield regen cooldown? I'll have to test it for myself. and if thats the case then i'd say they should fix that, and also they should make cloaked people show up when they shoot.

    but with syphon guns it doesn't matter. you can shoot someone and kill them and instaly get your health back

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  2. #42
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    It is stated. When servers come back up check the power description in the EGO grid. And although this grid is a bit dated it is still relevant.

    http://defiance-central.com/ego-calculator/
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  3. #43
    Senior Member Upinya Slayin's Avatar
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    Quote Originally Posted by fang1192 View Post
    It is stated. When servers come back up check the power description in the EGO grid. And although this grid is a bit dated it is still relevant.

    http://defiance-central.com/ego-calculator/
    In that case it is a little OP then. that should be removed

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  4. #44
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    I disagree. You have to be fully cloaked. To me the biggest issue with cloak is that its counter are use them and hope they work. If the fully cloaked state was closer to the Dark Matter Sniper Cloak, the game would be a lot better. If you pay attention you can get them, if you dont, you're screwed.
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  5. #45
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    Pretty much if you nerf cloak you need to nerf the other perks as well. If you drop cloak when hit, then you should drop overcharge when hit, blur when hit, and well Decoy is a joke of a perk anyway.

    Why does Cloak need to be nerfed so hard it's not worth using any longer? As for making a person visible at close range that would again negate the whole reason for using cloak. IE wanting to not be seen so you can set yourself up to get kills.

    It's a tricky situation to find a correct balance, I use the combo myself and realize something needs to be done. At the same time the right thing needs to be done, the knee jerk reaction to Cloak/shotgun nerf nerf nerf isn't the right approach.

    A few solutions that could work are as followed.

    When the cloaked person fires, have them stay visible for longer, now it's maybe a second or two of visibility before they are recloaked, make that time frame go from 1 of 2 seconds to 5 seconds. Sure it doesn't help the guy who got his guts blasted open with a sawed off, but gives his team mates a better chance to kill that cloaked user.

    Increase the time between cloaks during PVP, IE add 10 - 20 seconds onto the cool down time on cloak, only during PVP content so it still stays relevant during PVE content.

    Make the cloaked user have a light noise when nearby them. Have it be low enough so a person really needs to listen to hear it, this way it puts people on guard that a cloaked user is nearby, start the noise at 10 meters or so, and have it go softer and louder based on how close or far from the cloaked user they are. <--- probably the best solution, keeps all the benefits of cloak while giving it a slight downside.

  6. #46
    Senior Member Umbra Warrior's Avatar
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    Quote Originally Posted by Migrayne View Post
    Their are no real counters to cloak. All of the proposed counters rely on seeing and hitting the cloaked first. Usually by the time you see him you are dead.

    You might get lucky with a random decoy sensor sweep but since cloak has a shorter cool down a d longer duration then decoy its not exactly even.

    The grenades are only use full again if you see or know where the cloaker is. Or you can just randomly use it and hope to catch a cloaked. Then wait another 30s to try again.

    Those are hardly counters to a cloaker who can 1 shot you with a shotgun that due to cloak now has no downside ( range nullified by cloak).

    It is obviously the easiest method in PvP which is why so many use it. So many people would not use it if it wasn't so easy to get kills.
    Nail, meet head. Every single game I've played that had cloak in it at least made it so you could faintly see them. That way, it still took skill to use and detect. Here, it's completely invisible. That means that you have to just be lucky to hit an invisible player. And one perk on one power tree does not make it balanced. As it stands, the entire PvP mode is shotguns/infectors/grenade launchers and cloak. I've just given up on PvP until they actually get around to fixing it.

  7. #47
    I would have to agree the "problem" is with the shield recharging and associated additional effect from minor ego slots that synergize so well with cloak for PvP (that do not synergize with the other main egos). If your not taking advantage of these correctly it is probably why you haven't noticed exactly how good it is. Its basically Overcharge + Blur + you are invisible and run a 1700+ hp shield with no downside. Granted both my double tap sniper and double tap pump shotgun have syphon effect which makes it even better.

    In my opinion:

    A. It is overpowered.
    B. I have no intention of switching to anything else.

  8. #48
    This
    Quote Originally Posted by Orge Lambart View Post
    Pretty much if you nerf cloak you need to nerf the other perks as well. If you drop cloak when hit, then you should drop overcharge when hit, blur when hit, and well Decoy is a joke of a perk anyway.

    Why does Cloak need to be nerfed so hard it's not worth using any longer? As for making a person visible at close range that would again negate the whole reason for using cloak. IE wanting to not be seen so you can set yourself up to get kills.

    It's a tricky situation to find a correct balance, I use the combo myself and realize something needs to be done. At the same time the right thing needs to be done, the knee jerk reaction to Cloak/shotgun nerf nerf nerf isn't the right approach.

    A few solutions that could work are as followed.

    When the cloaked person fires, have them stay visible for longer, now it's maybe a second or two of visibility before they are recloaked, make that time frame go from 1 of 2 seconds to 5 seconds. Sure it doesn't help the guy who got his guts blasted open with a sawed off, but gives his team mates a better chance to kill that cloaked user.

    Increase the time between cloaks during PVP, IE add 10 - 20 seconds onto the cool down time on cloak, only during PVP content so it still stays relevant during PVE content.

    Make the cloaked user have a light noise when nearby them. Have it be low enough so a person really needs to listen to hear it, this way it puts people on guard that a cloaked user is nearby, start the noise at 10 meters or so, and have it go softer and louder based on how close or far from the cloaked user they are. <--- probably the best solution, keeps all the benefits of cloak while giving it a slight downside.
    I like the stay visiable for a amount of time after shooting and the whisper(AC idea).Both of those would keep cloak intact without nerfing it but the cooldown one would be a nerf that is a perk of upgrading cloak. Good ideas all in all

  9. #49
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    this topic is more productive then the other one. bump.
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  10. #50
    Quote Originally Posted by fang1192 View Post
    I disagree. You have to be fully cloaked. To me the biggest issue with cloak is that its counter are use them and hope they work. If the fully cloaked state was closer to the Dark Matter Sniper Cloak, the game would be a lot better. If you pay attention you can get them, if you dont, you're screwed.
    It will still be overused, it will just be like Crysis 2 multiplayer - you spend the whole match squinting your eyes looking for semi-invisible people. Fun!

    Quote Originally Posted by Orge Lambart View Post

    When the cloaked person fires, have them stay visible for longer, now it's maybe a second or two of visibility before they are recloaked, make that time frame go from 1 of 2 seconds to 5 seconds. Sure it doesn't help the guy who got his guts blasted open with a sawed off, but gives his team mates a better chance to kill that cloaked user.
    That's saying it's still imbalanced. When people need to gang up on Cloaked users, the perk is still too effective and will continued to be overused.

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