Djarknaein wrote...
May be tactical cloak could also drain your shield. And then regenerate only when the shield is fully charged.
Please shut up.
Djarknaein wrote...
May be tactical cloak could also drain your shield. And then regenerate only when the shield is fully charged.
Djarknaein wrote...
May be tactical cloak could also drain your shield. And then regenerate only when the shield is fully charged.
Modifié par atum, 08 août 2012 - 07:32 .
CmnDwnWrkn wrote...
It enables damage-speced Infiltrators to equip the heaviest weapons in
the game without having to worry about cooldown periods, assuming the
Infiltrator cloaks immediately before firing, they'll get the 3 second
cooldown each time.
Modifié par Ashen Earth, 08 août 2012 - 07:38 .
How lower?CmnDwnWrkn wrote...
I still think you shouldn't have a longer cooldown using Tac Cloak for full 11-second duration vs. using for damage with less than the 5-second duration. The tradeoff is provided by the choice of power evolution itself - duration is balanced with less damage output. You trade between cloaking for longer duration vs. using cloak for higher DPS.
Basically, I think the best solution might be:
Lower base cooldown.
Flat cooldown for damage-speced cloak - the cooldown listed on power evolution
Variable cooldown for duration speced cloak, where full 11-second duration cooldown (w/ 40% dmg bonus) = 5-second (or less) duration cooldown (w/ 80% dmg bonus).
In other words, cooldown for dmg spec cloak will always equal "max" cooldown, but base cooldown should be lower than it is now.
CmnDwnWrkn wrote...
I still think you shouldn't have a longer cooldown using Tac Cloak for full 11-second duration vs. using for damage with less than the 5-second duration. The tradeoff is provided by the choice of power evolution itself - duration is balanced with less damage output. You trade between cloaking for longer duration vs. using cloak for higher DPS.
Basically, I think the best solution might be:
Lower base cooldown.
Flat cooldown for damage-speced cloak - the cooldown listed on power evolution
Variable cooldown for duration speced cloak, where full 11-second duration cooldown (w/ 40% dmg bonus) = 5-second (or less) duration cooldown (w/ 80% dmg bonus).
In other words, cooldown for dmg spec cloak will always equal "max" cooldown, but base cooldown should be lower than it is now.
Modifié par Chardonney, 08 août 2012 - 07:59 .
Fang92 wrote...
Djarknaein wrote...
May be tactical cloak could also drain your shield. And then regenerate only when the shield is fully charged.
Please shut up.
Chardonney wrote...
CmnDwnWrkn wrote...
I still think you shouldn't have a longer cooldown using Tac Cloak for full 11-second duration vs. using for damage with less than the 5-second duration. The tradeoff is provided by the choice of power evolution itself - duration is balanced with less damage output. You trade between cloaking for longer duration vs. using cloak for higher DPS.
Basically, I think the best solution might be:
Lower base cooldown.
Flat cooldown for damage-speced cloak - the cooldown listed on power evolution
Variable cooldown for duration speced cloak, where full 11-second duration cooldown (w/ 40% dmg bonus) = 5-second (or less) duration cooldown (w/ 80% dmg bonus).
In other words, cooldown for dmg spec cloak will always equal "max" cooldown, but base cooldown should be lower than it is now.
Not this again.Leave the infiltrators alone, for pete's sake. TC has already been nerfed enough as it is. Or is this one of those "I was outscored too many times" -style vendetta.
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CmnDwnWrkn wrote...
I still think you shouldn't have a longer cooldown using Tac Cloak for full 11-second duration vs. using for damage with less than the 5-second duration. The tradeoff is provided by the choice of power evolution itself - duration is balanced with less damage output. You trade between cloaking for longer duration vs. using cloak for higher DPS.
Basically, I think the best solution might be:
Lower base cooldown.
Flat cooldown for damage-speced cloak - the cooldown listed on power evolution
Variable cooldown for duration speced cloak, where full 11-second duration cooldown (w/ 40% dmg bonus) = 5-second (or less) duration cooldown (w/ 80% dmg bonus).
In other words, cooldown for dmg spec cloak will always equal "max" cooldown, but base cooldown should be lower than it is now.
Djarknaein wrote...
Fang92 wrote...
Djarknaein wrote...
May be tactical cloak could also drain your shield. And then regenerate only when the shield is fully charged.
Please shut up.
Guess sarcasm<_< requires emoticons to begrasp on the internet
atum wrote...
CmnDwnWrkn wrote...
I still think you shouldn't have a longer cooldown using Tac Cloak for full 11-second duration vs. using for damage with less than the 5-second duration. The tradeoff is provided by the choice of power evolution itself - duration is balanced with less damage output. You trade between cloaking for longer duration vs. using cloak for higher DPS.
Basically, I think the best solution might be:
Lower base cooldown.
Flat cooldown for damage-speced cloak - the cooldown listed on power evolution
Variable cooldown for duration speced cloak, where full 11-second duration cooldown (w/ 40% dmg bonus) = 5-second (or less) duration cooldown (w/ 80% dmg bonus).
In other words, cooldown for dmg spec cloak will always equal "max" cooldown, but base cooldown should be lower than it is now.
You realize this would be ~3-4 seconds for a Claymore GI
Amen.Alijah Green wrote...
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CmnDwnWrkn wrote...
What I suggested actually wasn't a nerf. But I do appreciate your prepackaged spam reply.
CmnDwnWrkn wrote...
But you know what? It's fine as-is.
Modifié par Chardonney, 08 août 2012 - 08:17 .
Chardonney wrote...
CmnDwnWrkn wrote...
What I suggested actually wasn't a nerf. But I do appreciate your prepackaged spam reply.
Not a spam, by the way. <_<
And yeah, maybe not a direct nerf but still a new way to turn the TC worse than it is now. I play almost exclusively with SI and the TC doesn't need any adjusting in any way. Why don't you go and try it in a gold or platinum match and see it yourself. TC is basically the only worthwhile power an Infiltrator has, what defines him/her. So, you don't like it - I get the point - but why ruin it for other players?
rmccowen wrote...
.458 wrote...
First of all, cloak doesn't work for cloak, at least hardly at all. The act of cloaking makes a noise, anyone close will see through it. The act of walking makes noise, walking close to something will make it see past it. The act of running makes more noise, and brings down the house. You can only stand still and then only if they were further away when you cloaked. But, it lasts 6 seconds, they will rarely be far enough away to not hear then to come close and to not be standing there when it goes away.
This sounds like inexperience, to me. Enemies' ability to hear you has a very short range, and they don't share information well. As long as you stay away from the badguys and/or make sure to keep moving and evading when you're close, Cloak works fine.
That is... it works exactly like invisibility ought to.
...
CmnDwnWrkn wrote...
Chardonney wrote...
CmnDwnWrkn wrote...
What I suggested actually wasn't a nerf. But I do appreciate your prepackaged spam reply.
Not a spam, by the way. <_<
And yeah, maybe not a direct nerf but still a new way to turn the TC worse than it is now. I play almost exclusively with SI and the TC doesn't need any adjusting in any way. Why don't you go and try it in a gold or platinum match and see it yourself. TC is basically the only worthwhile power an Infiltrator has, what defines him/her. So, you don't like it - I get the point - but why ruin it for other players?
Play as damage-speced Geth Infiltrator w/ GPS. Cloak, prox mine, fire until clip empty, reload. You're ready to cloak again and repeat the process. 80% damage buff on multiple GPS shots + proxy mine = short cooldown.
Play as duration-speced infiltrator. Use full cloak duration for objective = long cooldown.
Modifié par Ashen Earth, 08 août 2012 - 08:56 .
CmnDwnWrkn wrote...
I still think you shouldn't have a
longer cooldown using Tac Cloak for full 11-second duration vs. using
for damage with less than the 5-second duration. The tradeoff is
provided by the choice of power evolution itself - duration is balanced
with less damage output. You trade between cloaking for longer duration
vs. using cloak for higher DPS.
Right. You asked a developer, who told you Cloak doesn't work hardly at all, and that enemies can hear you clearly at any distance..458 wrote...
rmccowen wrote...
This sounds like inexperience, to me..458 wrote...
First of all, cloak doesn't work for cloak, at least hardly at all.
(snip)
(snip)
No, played it a lot. Also, I asked a developer. You don't have enough experience yourself it seems.
rmccowen wrote...
CmnDwnWrkn wrote...
I still think you shouldn't have a
longer cooldown using Tac Cloak for full 11-second duration vs. using
for damage with less than the 5-second duration. The tradeoff is
provided by the choice of power evolution itself - duration is balanced
with less damage output. You trade between cloaking for longer duration
vs. using cloak for higher DPS.
Your first sentence doesn't make any sense.
The tradeoff at character creation is longer max duration versus better damage. The tactical consideration is: remain cloaked, or gain damage bonus? But a damage-spec Infiltrator can still keep a short Cloak cooldown, if he or she wants (by taking a lighter weapon), and a duration-spec infiltrator can still Cloak and then cancel immediately. The strategic choice influences the value of your tactical choices, but doesn't exclude either one.
The Infiltrators with the greatest benefit from the unusual Cloak cooldown mechanic are damage-spec Infiltrators that load up with multiple heavy weapons, but that's balanced (to some degree) by the fact that it's a potentially very costly playstyle. Everyone else is experiencing small to no benefit from it. I just don't see it as a problem, and I genuinely don't understand your objection.Right. You asked a developer, who told you Cloak doesn't work hardly at all, and that enemies can hear you clearly at any distance..458 wrote...
rmccowen wrote...
This sounds like inexperience, to me..458 wrote...
First of all, cloak doesn't work for cloak, at least hardly at all.
(snip)
(snip)
No, played it a lot. Also, I asked a developer. You don't have enough experience yourself it seems.
It's much more likely that you asked a developer, who gave you some interesting and valuable information that boils down to "the enemy has senses other than sight, and will use them to target you if he can". You processed that, and translated it into "Cloak doesn't work hardly at all".
In fact, it works fine, as long as you don't try to polka with a gang of Cerberus Troopers--or even if you do, provided you keep moving and evading fire until you're out of their detection range.
Again, if Cloak didn't work, the N7 Shadow would be utterly unable to function. The fact that she's actually quite effective means you're missing something.
CmnDwnWrkn wrote...
You, on the other hand, probably have no idea what I'm talkign about. The only thing flashing through your mind is "Don't touch my Infiltrator!!!!1" It's really silly.
.458 wrote...
But you know I had been replying to someone saying TC was all advantange and no disadvantage, and provides a FREE bonus!!! Yes, FREE!!! No, this is a quote, "free".
Then I was accused of being "one of those people" who play nothing but infiltrator...which is completely wrong, and the person KNEW that they did not know me, and that makes it outright malicious.
Then when I mention what the disadvantages are, YOU claim I don't have enough experience.
Then when I back up some of what I have said from information by a developer, YOU claim somehow I've misused it and basically can be ignored.
So...which part are you justifying...that TC bonuses are FREE...that TC has no disadvantages...that the developer was wrong...that just because I confirmed some of my suspicions, that I must somehow be inexperienced or otherwise lying?
don't know, but that sounds a lot like snap judgements, not really listening, talking a lot, and pure emotion to harm something that other people enjoy.
You tell me, what kind of person likes others to fail or be hurt just for their own entertainment? Oh, I know griefing does not apply here, but this is why people sometimes provide facts and counteraguments...because some people have other agendas besides honest comparisons.
CmnDwnWrkn wrote...
Why don't you try playing one of the many other classes in the game? Almost exclusively playing with a single character is a good way to get a skewed point-of-view.
I actually do play with many characters/classes, so I have some understanding of the differences between them, including the differences between a damage-speced and a duration-speced infiltrator. And this is what I noticed, as an example...
Play as damage-speced Geth Infiltrator w/ GPS. Cloak, prox mine, fire until clip empty, reload. You're ready to cloak again and repeat the process. 80% damage buff on multiple GPS shots + proxy mine = short cooldown.
Play as duration-speced infiltrator. Use full cloak duration for objective = long cooldown.
Basically, in the time it takes you to cloak for full duration and cooldown, you can do several cloak for damage + cooldown cycles.
I don't think you should be penalized for using duration to its full capability vs. using cloak for DPS to its full capability.
You, on the other hand, probably have no idea what I'm talkign about. The only thing flashing through your mind is "Don't touch my Infiltrator!!!!1" It's really silly.
AshirahTSparkle wrote...
dumael wrote...
Probably one of the many reasons why TC was brought in line with other powers/nerfed. Previous to that nerf, I had characters running with small negative cooldown bonus and didn't have to worry about cooldowns all that much. Now my damage-specced infiltrators are better off running with lighter weaponry.
With the current base duration, you really have to cloak->fire quickly to hit the minimum C/D while duration specced infiltrators have more lee-way but don't get such a large damage bonus.
It's mostly self correcting now as you can run with whatever weapons you want for damage spec, but if you don't immediately fire after cloaking -or- forget to use powers from cloak, your C/Ds can be longer than eternity.
Apparently the nerfducks still think TC is OP even after the nerf and our utility get slashed badly.
Riotstean wrote...
Alijah Green wrote...
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This^
CmnDwnWrkn wrote...
AshirahTSparkle wrote...
CmnDwnWrkn wrote...
ShadedPhoenix wrote...
The cd evoltuion on tc matters alot, too bad you seem to be unable to grasp the concept of that the weight affects the time spent during cloak... is it that hard?
*edit*
I call bs on that idea, the damage bonus is a whole damn 1.5 seconds at the cost of minimun 3 seconds, a non duration spec has a very short window to not **** their cd up entirely, which starts after the damage window
Wtf is your problem with infiltrators people? should i call the adepts out for being able to explode so many enemys every 3 seconds with damage indepent of difficulty level? engineers for their ability to totally render any defense useless? what? eh?
sometimes i wonder how many of you got hit once too much on their head (or too less)
And you seem unable to grasp that most people don't use cloak for the "cloak" at all.
80%+ damage buff for 2 seconds AND use of a separate power with a potential 3 s cooldown is EXTREMELY powerful. Especially when the cooldown begins at decloak, not at the end of the damage buff.
Most other characters are only capable of using a single power w/ a 3-second cooldown. The Infiltrator effectively gets an 80% damage buff for free.
To kill a single mook. While the "most other characters" could pull off tech bursts and biotic bursts to wipe out a whole bunch of enemies in the time the infil takes to kill 2 mooks.And you are really only talking about TC working with proxmity mines. Try playing the other infiltrators that don't have a proximity mine.
Yeah, it's too OP for a class that's supposed to deal lots of damage to a single target to... well... do a lot of damage to a single target, apparently.
It's difficult, if not impossible, to self-detonate tech bursts, so let's not compare those.
And given the frequency with which biotics are dodged, miss, or are cancelled by other powers, let's not compare those either.
I'm comparing Infiltrators to the class the is supposed to be the pure damage specialist - the Soldier. Other than the Destroyer, tell me why you think it makes sense for Soldiers to be more impacted by weapon weight than Infiltrators.