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Nerf tactical cloak? Don't be absurd!


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22 réponses à ce sujet

#1
The Milky Waver

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Infiltrators don't have the greatest powers out there like other classes such as biotics, and maybe even soldiers. No, infiltrators only have second hand powers that aren't meant to kill every enemy in the room, which is why they get ONE, yes one, shot, whether it be a power or a bullet, that deals a whole mess of extra damage. And some people are crying out, "Nerf the cloak!"?! This one second (or two, at most) of extreme damage for the infiltrator is like a vangaurd's biotic charge: Without it, they are enervated to such an extent that they are nearly useless, and frowned upon by the masses. So please, for the sake of infiltrator's everywhere, do NOT nerf the tactical cloak. 

#2
darkblade

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Well i play infiltrator and i can tell you that we do not get one shot.

We get enough time to fire a power and fire a gun, you can almost empty an entire hurricane clip with a tac cloak bonus.

But they still shouldnt nerf it, what they should do is tweak how things interact with tac cloak.

#3
The Milky Waver

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darkblade wrote...

Well i play infiltrator and i can tell you that we do not get one shot.

We get enough time to fire a power and fire a gun, you can almost empty an entire hurricane clip with a tac cloak bonus.

But they still shouldnt nerf it, what they should do is tweak how things interact with tac cloak.

Yes, like either fire a power or a gun, instead of both.

Modifié par The Milky Waver, 05 juin 2012 - 11:57 .


#4
robarcool

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The Milky Waver wrote...

darkblade wrote...

Well i play infiltrator and i can tell you that we do not get one shot.

We get enough time to fire a power and fire a gun, you can almost empty an entire hurricane clip with a tac cloak bonus.

But they still shouldnt nerf it, what they should do is tweak how things interact with tac cloak.

Yes, like either fire a power or a gun, instead of both.

What about 6b evo of TC, where you can fire one power and remain cloaked. I use that one on SI.

#5
PensCeltsFan

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Id rather not see it nerfed at all, and if they do at least add slow shield regen while active.
Take away the damage bonus and it become next to useless, but that seems to be what people want.

#6
DiebytheSword

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Without the cloak, the class becomes useless. Break the cloak, class becomes useless. Sniper rifles should deal huge damage, and using a SR in close quarters is not easy. Leave it alone.

I can't wait to be kicked for having a useless infiltrator because people get their way.  What needs to be fixed is shotguns and SMGs with the cloak.  What needs to be fixed is the absurd Krysae.  Cloak is fine.

Modifié par DiebytheSword, 06 juin 2012 - 12:20 .


#7
Immortal Strife

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Why do people make pointless repeat threads?

#8
schulz100

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I can empty a valiant within the cloak damage boost time, though that is my best accomplishment (or at least the only one I noticed). I do have a problem with cloak, though. Namely the fact that the invisibility bit of it is half-broken. I cloak in front of some enemy who's shooting me, they shouldn't stop for a second then immediately start shooting me again, when I'm god-damn invisible. The point of invisibility is that enemies can't see you.
Oh, and don't nerf the damage boost.

#9
MissMinaethiel

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^--- why bother replying with pointless replies if you think a thread is pointless?

But OT, some of the "fix" ideas for TC I've seen are scary. Some are reasonable, but others not so much.

#10
Xaijin

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The Milky Waver wrote...

Infiltrators don't have the greatest powers out there like other classes such as biotics, and maybe even soldiers. No, infiltrators only have second hand powers that aren't meant to kill every enemy in the room, which is why they get ONE, yes one, shot, whether it be a power or a bullet, that deals a whole mess of extra damage. And some people are crying out, "Nerf the cloak!"?! This one second (or two, at most) of extreme damage for the infiltrator is like a vangaurd's biotic charge: Without it, they are enervated to such an extent that they are nearly useless, and frowned upon by the masses. So please, for the sake of infiltrator's everywhere, do NOT nerf the tactical cloak. 


Infiltrators get gigantic bonuses to weapons damage, remove all aggro and targeting from themselves and two of them get debuffs on top of that, making their weapons even stronger. They're ****ing bullets wizards harry, and are the STRONGEST per-enemy class in the game, factually, not subjectively speaking.

Modifié par Xaijin, 06 juin 2012 - 01:03 .


#11
astheoceansblue

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Xaijin wrote...

The Milky Waver wrote...

Infiltrators don't have the greatest powers out there like other classes such as biotics, and maybe even soldiers. No, infiltrators only have second hand powers that aren't meant to kill every enemy in the room, which is why they get ONE, yes one, shot, whether it be a power or a bullet, that deals a whole mess of extra damage. And some people are crying out, "Nerf the cloak!"?! This one second (or two, at most) of extreme damage for the infiltrator is like a vangaurd's biotic charge: Without it, they are enervated to such an extent that they are nearly useless, and frowned upon by the masses. So please, for the sake of infiltrator's everywhere, do NOT nerf the tactical cloak. 


Infiltrators get gigantic bonuses to weapons damage, remove all aggro and targeting from themselves and two of them get debuffs on top of that, making their weapons even stronger. They're ****ing bullets wizards harry, and are the STRONGEST per-enemy class in the game, factually, not subjectively speaking.


They also get to fire a power from cloak and apply TCs 3 second recharge to it effectively negating encumbrance.
They care less about weight than the soldier class, which is very weird.

Modifié par astheoceansblue, 06 juin 2012 - 01:07 .


#12
heybigmoney

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Increase cloak's cooldown to 6 secs. Forces them to fight outside of cloak, alleviates the pulling aggro problem while they still get their huge dmg bonuses. Cloak becomes much more situational for larger targets or groups, encouraging players to use abilities outside of cloak for shorter cd which means they pull aggro more often.  Right now with cloak cd at only 3 secs, they essentially have 140% dmg increase 100% of the time.  Increasing cd to 6 secs will lower their overall dps but still capable of incredible burst dmg as the class was intended.

Modifié par heybigmoney, 06 juin 2012 - 01:17 .


#13
capn233

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astheoceansblue wrote...

They also get to fire a power from cloak and apply TCs 3 second recharge to it effectively negating encumbrance.
They care less about weight than the soldier class, which is very weird.

That is indeed wierd, and evidence of how they screwed up weight capacity.  Then again with the buffs to ARush, it is still fairly quick even with a relatively heavier weapon.

As far as cloak itself goes, if you really wanted to reduce damage output from Infiltrators then you would have to look at either the general purpose damage bonus in cloak or perhaps the duration the bonuses apply after cloak breaks.  The radical changes some prepose (cloak base to 6s, removing damage bonus altogether) would make the class pretty sub-par.

#14
Fox-snipe

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I seriously question how many of you making the claim that Cloak drops all attention have played Infiltrator lately, or much at all. Because lately using Cloak doesn't do a damn thing, the enemies still target us. Even before that got boogered up, if you Cloaked in front of enemies, they would still fire in your general direction, which means staying out in the open was a bad idea.

Ideally, the only time Cloak should cause all enemies to ignore you, is if you cloak out of sight and then run past them at a distance; which means they were never on us to begin with. Cloak isn't useful up-close, and there ARE enemies that can still detect are designed to detect you (Cerberus Engineers for example).

[Edit]And the whole point of a minimum Cooldown with Cloak if you fired off a shot right away is that it makes Snipers a viable weapon.  You know, our primary weapon.  Soldiers are the gun experts, sure, but you know that old saying "jack of all trades, master of none"?  Yeah, it applies.

Further, the minimum cooldown makes sense from a lore perspective.  The less time you had Cloak active the less the drain on the power source which means it should take less to recharge.  Same basic concept applies to the Vorcha Flamer.

Modifié par Fox-snipe, 06 juin 2012 - 01:23 .


#15
Finnegone

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Immortal Strife wrote...

Why do people make pointless repeat threads?


Because they think this is really, really important - and when a thread devolves into myopic argument derived from the original, central premise, the only way to get it back on track is to start a new thread. And watch the devolution start all over again

#16
Pee Jae

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Seems like all enemies can target me now, cloaked or not. Also, I think there's a glitch either with the GI itself or a GI carrying a Krysae. Half of the time I go into cloak, I'll uncloak immediately afterwards and still need a cooldown period. Quite annoying when all the rocket troopers have picked you and you only.

#17
Fox-snipe

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t_skwerl wrote...

Seems like all enemies can target me now, cloaked or not. Also, I think there's a glitch either with the GI itself or a GI carrying a Krysae. Half of the time I go into cloak, I'll uncloak immediately afterwards and still need a cooldown period. Quite annoying when all the rocket troopers have picked you and you only.

It's a glitch that applies to all Infiltrators and all weapons.  Has existed for a long time but is more likely to happen now.

#18
Kalas Magnus

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I would rather they give the turian a roll or sidestep.

#19
Yajuu Omoi

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They need to DE-nerf it...let it actually hide you when you activate it, unless they're in line of sight already, then simply increase "evasion" if you know what i mean.

#20
Finnegone

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Xaijin wrote...

The Milky Waver wrote...

Infiltrators don't have the greatest powers out there like other classes such as biotics, and maybe even soldiers. No, infiltrators only have second hand powers that aren't meant to kill every enemy in the room, which is why they get ONE, yes one, shot, whether it be a power or a bullet, that deals a whole mess of extra damage. And some people are crying out, "Nerf the cloak!"?! This one second (or two, at most) of extreme damage for the infiltrator is like a vangaurd's biotic charge: Without it, they are enervated to such an extent that they are nearly useless, and frowned upon by the masses. So please, for the sake of infiltrator's everywhere, do NOT nerf the tactical cloak. 


Infiltrators get gigantic bonuses to weapons damage, remove all aggro and targeting from themselves and two of them get debuffs on top of that, making their weapons even stronger. They're ****ing bullets wizards harry, and are the STRONGEST per-enemy class in the game, factually, not subjectively speaking.


Qualifying a statement with "factually" does not, in fact, make it factual.

I'd actually say that the damage bonus is not the infilitrator's greatest trick - as you've noted, it's the PM / bang-bang combo that makes SI's and GI's so deadly. I actually think the HI, QI and especially QMI are all well balanced, for the most part. The HS is at least on par with the latter troupe, given the duration and shield buffing (not to mention damage and reload) of AR.  And the AA, AJA, DA are in my opinion (based solely on my personal performance with said characters) superior to the HS.

That said, and as I've repeated in prior post on prior threads about this same stupid topic, what is really driving the repeated cries for balance changes? I think the introduction of the Krysae has stoked the flames a bit, as SI's and Gi's now have a Cloak - PM - Boom-boom combo that's pretty deadly. But this still doesn't get at the heart of the issue - who cares? Why is this consistently making the front page of the forums? Are scoreboards really that important? Why not ask for buffs instead of nerfs?

Frankly, I just don't get it.

Modifié par Finnegone, 06 juin 2012 - 01:43 .


#21
Trav-O

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The Infiltrator lives and dies by their cloak. I'm with the topic originator. This is a co-op game, why anyone wants to make fellow team mates weaker is beyond me.

#22
robarcool

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Trav-O wrote...

The Infiltrator lives and dies by their cloak. I'm with the topic originator. This is a co-op game, why anyone wants to make fellow team mates weaker is beyond me.

Score, [cough] score.
Also, people compalin about infiltrators using others as decoys, while infiltrators could accuse biotics of causing screen wobbles, engineers for dislodging the targets and a lot of crap.

#23
E71

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The Milky Waver wrote...

Infiltrators don't have the greatest powers out there like other classes such as biotics, and maybe even soldiers. No, infiltrators only have second hand powers that aren't meant to kill every enemy in the room, which is why they get ONE, yes one, shot, whether it be a power or a bullet, that deals a whole mess of extra damage. And some people are crying out, "Nerf the cloak!"?! This one second (or two, at most) of extreme damage for the infiltrator is like a vangaurd's biotic charge: Without it, they are enervated to such an extent that they are nearly useless, and frowned upon by the masses. So please, for the sake of infiltrator's everywhere, do NOT nerf the tactical cloak. 


Well said.