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-Daedalus- Grand Admiral
Joined: September 26, 2006 Posts: 549
| Posted: 2010-08-24 16:10  
Why do ICC and UGTO get faster PD and and the same time Kluth get nerfed once again with a delay on the cloak?
I think if you are going to increase the cooldown for cloak you should also increase (double) the cooldown for ECCM.
It's only fair if you start nerfing one you should nerf something the others use as well.
Does the AI FF check also include platforms and planet defences?
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Marius Falix Grand Admiral
Joined: July 05, 2010 Posts: 268 From: Luyten
| Posted: 2010-08-24 16:54  
so applying a solution to fix a percieved problem only to make the problem worse.
this is one of the worst suggestions iv seen.
this is unbiased but see it this way.
what would be the purpose of making ECCM and Cloak times the same? in the devs eyes?
unless you have a different theory?
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Vice Admiral Josh Knight Vice Admiral
Joined: July 25, 2010 Posts: 56
| Posted: 2010-08-24 17:00  
Cloak needed a cooldown to make it even remotely balanced. Being able to cloak 2 seconds after you uncloaked was not cool. Cloak needs to fell like it is a important tool that needs to be planned out, not a thing you can spam every couple seconds. [ This Message was edited by: Vice Admiral Josh Knight on 2010-08-24 17:01 ]
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-08-24 17:09  
havent played luth since latest patch...
IF i cant cloak for x sec after decloaking, does eccm still affect decloak ?
and does eccm still affect the time between decloaking and be able to shoot ?
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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-Daedalus- Grand Admiral
Joined: September 26, 2006 Posts: 549
| Posted: 2010-08-24 17:17  
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On 2010-08-24 17:09, NoBoDx wrote:
havent played luth since latest patch...
IF i cant cloak for x sec after decloaking, does eccm still affect decloak ?
and does eccm still affect the time between decloaking and be able to shoot ?
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ECCM still effects cloak and time from decloak until shoot.
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Katejina Grand Admiral Galactic Navy
Joined: February 13, 2010 Posts: 73 From: katejina
| Posted: 2010-08-24 17:38  
Other updates kluth get good things and UGTO + ICC get nerfed so stop crying about it...
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-08-24 17:41  
so if the humans put up their thousands of eccms, i have to wait for 10 (or next beta 15) seconds before i can reenable cloak because it make no sense to attack
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Marius Falix Grand Admiral
Joined: July 05, 2010 Posts: 268 From: Luyten
| Posted: 2010-08-24 17:44  
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On 2010-08-24 17:41, NoBoDx wrote:
so if the humans put up their thousands of eccms, i have to wait for 10 (or next beta 15) seconds before i can reenable cloak because it make no sense to attack
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well in that 15 seconds untill u can attack, ur cloak wouldve cooled down.
so i dont understand your point =\
explain please
_________________ “We give our lives for the lives of Humanity. May you all see better days.”
We are the Falix Brothers...
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2010-08-24 18:53  
I made these changes. Not only with support of the dev team, but also with support of quite a few K'luth members. In fact, I was quite happy to leave the 10 seconds for a while whilst I collected more data. However, it was key K'luth players that came to me and told me that this should be increased, and as a result I increasd it by 5 seconds. I have yet to go into beta and really try this change out due to work and time limitations. However, if it seems too harsh (of which the 10 seconds was not), I will revert it back to 10 seconds, or further refine it.
It's important that you see this change as one that induces more strategy into your gameplay, and not a nerf. The very function of cloak is exactly the same, all the cooldown does is force you to use it as a strategic tool and not abuse it as a 'get out of fight free' card.
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Lark of Serenity Grand Admiral Raven Warriors
Joined: June 02, 2002 Posts: 2516
| Posted: 2010-08-24 19:04  
protip: ECM counters the effects of ECCM on cloak
fly something other than a dreadnaught.
_________________ Admiral Larky, The Wolf
Don't play with fire, play with Larky.
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*FTL*Soulless Marshal
Joined: June 25, 2010 Posts: 787 From: Dres-Kona
| Posted: 2010-08-24 19:10  
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On 2010-08-24 19:04, N'kra The Wolf wrote:
protip: ECM counters the effects of ECCM on cloak
fly something other than a dreadnaught.
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great tip though probibly falling on deaf ears. Seeing how all we ever see is luth dreads unless its AI which don't count
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-Daedalus- Grand Admiral
Joined: September 26, 2006 Posts: 549
| Posted: 2010-08-24 19:20  
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On 2010-08-24 18:53, BackSlash wrote:
I made these changes. Not only with support of the dev team, but also with support of quite a few K'luth members. In fact, I was quite happy to leave the 10 seconds for a while whilst I collected more data. However, it was key K'luth players that came to me and told me that this should be increased, and as a result I increasd it by 5 seconds. I have yet to go into beta and really try this change out due to work and time limitations. However, if it seems too harsh (of which the 10 seconds was not), I will revert it back to 10 seconds, or further refine it.
It's important that you see this change as one that induces more strategy into your gameplay, and not a nerf. The very function of cloak is exactly the same, all the cooldown does is force you to use it as a strategic tool and not abuse it as a 'get out of fight free' card.
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So now ontop of ECCM delay we have programed delay. Lets pick one and go with that we don't need both. if you are going to increase it to 15 seconds I can live with that if at the same time you remove the ECCM ping.
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*FTL*Soulless Marshal
Joined: June 25, 2010 Posts: 787 From: Dres-Kona
| Posted: 2010-08-24 20:04  
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On 2010-08-24 19:20, Daedalus wrote:
So now ontop of ECCM delay we have programed delay. Lets pick one and go with that we don't need both. if you are going to increase it to 15 seconds I can live with that if at the same time you remove the ECCM ping.
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what delay Luth can cloak a quite quick even if the sig around the area is over 200. And why would you take away the only counter that the human fractions have against cloak just cause you got a delay for recloaking. Seems a bit selfish to me don't it. [ This Message was edited by: soulless93 on 2010-08-24 20:08 ]
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Lark of Serenity Grand Admiral Raven Warriors
Joined: June 02, 2002 Posts: 2516
| Posted: 2010-08-24 20:10  
i do believe this is a delay on the device itself, no the amount of time the device takes to work, in any case. so you cant decloak, fire, and cloak the very next second; this was exploitable through lots of ECM, btw. but u guys never used it =P
_________________ Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-08-24 20:43  
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On 2010-08-24 19:20, Daedalus wrote:
Quote:
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On 2010-08-24 18:53, BackSlash wrote:
I made these changes. Not only with support of the dev team, but also with support of quite a few K'luth members. In fact, I was quite happy to leave the 10 seconds for a while whilst I collected more data. However, it was key K'luth players that came to me and told me that this should be increased, and as a result I increasd it by 5 seconds. I have yet to go into beta and really try this change out due to work and time limitations. However, if it seems too harsh (of which the 10 seconds was not), I will revert it back to 10 seconds, or further refine it.
It's important that you see this change as one that induces more strategy into your gameplay, and not a nerf. The very function of cloak is exactly the same, all the cooldown does is force you to use it as a strategic tool and not abuse it as a 'get out of fight free' card.
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So now ontop of ECCM delay we have programed delay. Lets pick one and go with that we don't need both. if you are going to increase it to 15 seconds I can live with that if at the same time you remove the ECCM ping.
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Many of the fleeted players are fine with the 10 sec cooldown. We'll be seeing if 15 secs is too harsh for the smaller ships. Dreads should have no probs with 15 secs.
Basically, we'll have to time our attack carefully now.
And lastly, I hope to not hear anymore QQ'ing (especially from some very prominent and vocal persons) regarding the cloak.
[ This Message was edited by: Kenny_Naboo on 2010-08-24 20:44 ]
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