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[FAQ
Forum Index » » Developer Announcements » » Cloaking...
 Author Cloaking...
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2002-02-14 17:36   
- Doubled the rate at which the cloaking device adjusts to changes in signature. This should make it harder to ECCM ping the k'luth, but when weapons are used they should still remain visible for some time.
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2002-02-15 10:04   
I've tweaked the cloaking again...

- Increased the response rate of the cloaking device, to adjust up to 3 signature points per second. Previously it could only adjust at 1 signature point per second, making it visible for 6 seconds when duel ECCM was used in the area.
- Increase the energy usage of the cloaking from 100 to 150.

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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2002-02-15 12:09   
More tweaking...

- Cloak now has no lag to respond to changes in signature. If enough energy is available, then the ship will stay hidden.
- Energy usage is higher for larger ships

-Richard
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Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2002-02-15 15:52   
Will be there any chance to Kluth uncloak e.g. while he unload troops to planet? or orbit? (small shuttles with troops which are visible to radar can solve this)...
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... Ideas? ... that's Ocean w/o borders !

Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2002-02-16 10:33   
There is problem with bigger kluth ships they are unable hold cloak on average speed with shooting only 1/5 weapons...
maybe increase of cloak adapt ability by 10-15% can help with this issue...
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... Ideas? ... that's Ocean w/o borders !

Vinco
Fleet Admiral
Galactic Navy


Joined: August 31, 2001
Posts: 939
From: Too Close for Comfort
Posted: 2002-02-16 21:12   
FearNick and I have conducted further testing, and I've concluded that the current code works well if the K'luth ship is flown intelligently. They are not meant for head-on assaults, and they still work well as hit-and-run raiders.
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Vinco

In Another Place



Honor is all.

peanutbutter
Cadet

Joined: November 04, 2001
Posts: 341
Posted: 2002-02-18 08:01   
well ok but biobombs are worthless against planets with shields they stay at 100% and there was no lag or do i have to target the shieldbuilding first to see any results?

[ This Message was edited by: peanutbutter on 2002-02-18 08:01 ]
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