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Tactical Cloak needs to be changed (now with pole)


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#51
RoundedPlanet88

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Cat_ Infiltrator wrote...

Besides the reload cancel you can do with the power, its not all powerful.

Your cloak drops off a bit once you fire a shot and on higher difficulties and more advanced enemies can still find you cloaked. Not to mention you have to keep recasting. Meanwhile sentianls, krogans, and batarians get a constant passive.
And as for beating the score board on a team work based multiplayer , any good player can beat someone that's using something op. Though the score is never seen after that round

? clarification please?

Lol, infiltrators also have passives IN ADDITION TO CLOAK. Which makes the argument that other classes passives alone more than make up for a near constant 80%damge increase, weight ignore, AND passive damge increases that ARE always active. not to mention that infiltrators get even further damage with sniper rifles. A good player will do well with anything, but they will do better with an infiltrator. the argument of "oh look a good player can outscore it" is so completly irrelevant that it makes me laugh whenever people bring it up.

#52
Jwashinobi

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Well, here your 15 minutes of fame enjoy.

#53
Lucius Aelius

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DeadeyeCYclops78 wrote...

blah blah blah really just shut up and let this game die, so bioware can move on to mass effect 4


I daresay you'd do well to follow your own advice and leave this game to those of us who like it as is and want to keep playing as long as possible, honestly I don't know why people bother posting when such things are all they have to say.

#54
upinya slayin

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Draining Dragon wrote...

It's overpowered. Don't go off on your immature little rants of "NERFERS R RUINING THE GAME" or "STAWP NOE ITS NAWT".

Let's look at what it gives:

1. A damage boost ranging from 40%-105% (80% if not using a sniper rifle)
2. Partial invisibility for a duration ranging from 4-11.2 seconds.
3. The ability to cancel any other power cooldowns and disregard weight.

That's the ultimate power. And it's ONE power. 

Here are my proposed changes:

Remove the scaling cooldown based on time spent in cloak. Tactical Cloak should have a static cooldown, changing based on how you spec it and your weapon weight, like every other power. Infiltrators currently can ignore the only downside of using powerful weapons.

Reduce the damage bonus increase evolution on Rank 4 to 30%, and increase the sniper rifle damage bonus evolution to 40%. That way, using a sniper rifle is actually worth the extra damage, and infiltrators can become snipers again.

Now go ahead. Unleash your butthurt.


the damage boost is for like 2 seconds. also it only cancels if you break cloak early. AR on the other hands gives you shields and a 70% damage boost for 7 seconds with auto reload and even with a claymore the same 3 second cooldown and auto reloads. you can have a 2 shot claymore with the 2nd and 3rd and 4th shots all doing 70% damage more.

AR is underrated but eveyrone complains about cloak instead. I'd say when used correctly AR is better then TC

#55
Lucius Aelius

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upinya slayin wrote...

Draining Dragon wrote...

It's overpowered. Don't go off on your immature little rants of "NERFERS R RUINING THE GAME" or "STAWP NOE ITS NAWT".

Let's look at what it gives:

1. A damage boost ranging from 40%-105% (80% if not using a sniper rifle)
2. Partial invisibility for a duration ranging from 4-11.2 seconds.
3. The ability to cancel any other power cooldowns and disregard weight.

That's the ultimate power. And it's ONE power. 

Here are my proposed changes:

Remove the scaling cooldown based on time spent in cloak. Tactical Cloak should have a static cooldown, changing based on how you spec it and your weapon weight, like every other power. Infiltrators currently can ignore the only downside of using powerful weapons.

Reduce the damage bonus increase evolution on Rank 4 to 30%, and increase the sniper rifle damage bonus evolution to 40%. That way, using a sniper rifle is actually worth the extra damage, and infiltrators can become snipers again.

Now go ahead. Unleash your butthurt.


the damage boost is for like 2 seconds. also it only cancels if you break cloak early. AR on the other hands gives you shields and a 70% damage boost for 7 seconds with auto reload and even with a claymore the same 3 second cooldown and auto reloads. you can have a 2 shot claymore with the 2nd and 3rd and 4th shots all doing 70% damage more.

AR is underrated but eveyrone complains about cloak instead. I'd say when used correctly AR is better then TC


Tangent: Is it just for the sake of the vanilla human soldiers that AR hasn't been used again on a new character? I'd like to see at least one more soldier with it (and some novel powers to round it out).

#56
NuclearTech76

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SpockLives wrote...

1. Infiltrators can get an 80% additive weapon damage bonus. They can also get a 40% multiplicative damage bonus on top of that with sniper rifles. The second best any other class can get is a 70% additive bonus for longer duration with Adrenaline Rush.

2. Infiltrators can get an 80% additive power damage bonus. No other class can come close to that.

3. Infiltrators can get a 130% additive melee damage bonus.  Not even a raging Krogan can match that.

4. Infiltrators can carry two super heavy guns and still have all their powers on a 3 second cooldown by ending cloak as soon as it is cast. No other class can even come close to carrying as much weaponry and not worrying about cooldowns.

If you think Tactical Cloak is fine as is, please explain why. I think it is unacceptable for the Infiltrator to completely outclass everything else in FOUR categories.

Number 4 is completely untrue. Put on a Crusader and Javalin and fire right after cloaking and get back to me. It's far worse on an infiltrator specced for damage than duration. So screwing with the percent spent in cloak effecting the CD would result in less duration specced infiltrators or "team" players as some call it. Maybe some should play infiltrator and know WTF they are talking about before suggesting nerfs.

#57
targaryen8

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LegionofRannoch wrote...

NERFERS R RUINING THE GAME

STAWP NOE ITS NAWT



#58
upinya slayin

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Lucius Aelius wrote...

upinya slayin wrote...

Draining Dragon wrote...

It's overpowered. Don't go off on your immature little rants of "NERFERS R RUINING THE GAME" or "STAWP NOE ITS NAWT".

Let's look at what it gives:

1. A damage boost ranging from 40%-105% (80% if not using a sniper rifle)
2. Partial invisibility for a duration ranging from 4-11.2 seconds.
3. The ability to cancel any other power cooldowns and disregard weight.

That's the ultimate power. And it's ONE power. 

Here are my proposed changes:

Remove the scaling cooldown based on time spent in cloak. Tactical Cloak should have a static cooldown, changing based on how you spec it and your weapon weight, like every other power. Infiltrators currently can ignore the only downside of using powerful weapons.

Reduce the damage bonus increase evolution on Rank 4 to 30%, and increase the sniper rifle damage bonus evolution to 40%. That way, using a sniper rifle is actually worth the extra damage, and infiltrators can become snipers again.

Now go ahead. Unleash your butthurt.


the damage boost is for like 2 seconds. also it only cancels if you break cloak early. AR on the other hands gives you shields and a 70% damage boost for 7 seconds with auto reload and even with a claymore the same 3 second cooldown and auto reloads. you can have a 2 shot claymore with the 2nd and 3rd and 4th shots all doing 70% damage more.

AR is underrated but eveyrone complains about cloak instead. I'd say when used correctly AR is better then TC


Tangent: Is it just for the sake of the vanilla human soldiers that AR hasn't been used again on a new character? I'd like to see at least one more soldier with it (and some novel powers to round it out).


the BF3 soldier has it.

And AR si pretty powerfull. If i could get a soldier that can dodge and has AR and Marksman and inferno gredanes i'd probably crap my pants.

AR for 70% Damage for 7 seconds (fire 1 power evo) then activate marskman for ROF and accuracy bonus. plus both reload the gun so never stop firing. us any AR and for mobs of armor throw inferno grenades :wub:

#59
SKhalazza

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The real error, is that TC should only apply its bonus to the first shot/power, ala ME2.
Everything would have be fine from the beginning. It's the window of enhanced damage that is the real "problem/failure".

#60
Morgax_Warrior

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Whatever hermano, i'll still play infiltrator regardless.

#61
Geek

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I'm not saying that everything is balanced, far from it actually, but I feel the game is in a pretty good place and major changes aren't needed. Between grenade gear, armored compartments and changes to fire and cryo explosions every single class can dominate on any difficulty. Yes TC is incredibly good. So are a ton of other things.

#62
STRANGE10VE

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upinya slayin wrote...

Lucius Aelius wrote...

upinya slayin wrote...

Draining Dragon wrote...

It's overpowered. Don't go off on your immature little rants of "NERFERS R RUINING THE GAME" or "STAWP NOE ITS NAWT".

Let's look at what it gives:

1. A damage boost ranging from 40%-105% (80% if not using a sniper rifle)
2. Partial invisibility for a duration ranging from 4-11.2 seconds.
3. The ability to cancel any other power cooldowns and disregard weight.

That's the ultimate power. And it's ONE power. 

Here are my proposed changes:

Remove the scaling cooldown based on time spent in cloak. Tactical Cloak should have a static cooldown, changing based on how you spec it and your weapon weight, like every other power. Infiltrators currently can ignore the only downside of using powerful weapons.

Reduce the damage bonus increase evolution on Rank 4 to 30%, and increase the sniper rifle damage bonus evolution to 40%. That way, using a sniper rifle is actually worth the extra damage, and infiltrators can become snipers again.

Now go ahead. Unleash your butthurt.


the damage boost is for like 2 seconds. also it only cancels if you break cloak early. AR on the other hands gives you shields and a 70% damage boost for 7 seconds with auto reload and even with a claymore the same 3 second cooldown and auto reloads. you can have a 2 shot claymore with the 2nd and 3rd and 4th shots all doing 70% damage more.

AR is underrated but eveyrone complains about cloak instead. I'd say when used correctly AR is better then TC


Tangent: Is it just for the sake of the vanilla human soldiers that AR hasn't been used again on a new character? I'd like to see at least one more soldier with it (and some novel powers to round it out).


the BF3 soldier has it.

And AR si pretty powerfull. If i could get a soldier that can dodge and has AR and Marksman and inferno gredanes i'd probably crap my pants.

AR for 70% Damage for 7 seconds (fire 1 power evo) then activate marskman for ROF and accuracy bonus. plus both reload the gun so never stop firing. us any AR and for mobs of armor throw inferno grenades :wub:

Thats the setup I used in SP.  Took marksman as my bonus power for my soldier.  Wrecked everything.

#63
nuh1

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Make the damage bonus scale depending on how long you've been in cloak. Would revert it back to being a skill to help you line up shots or to sneak around. Or maybe just change light or heavy melee to a cloak like the volus and fitness would give you longer durations or better stealth for the last evolution so enemies don't wallhack you.

#64
N7-RedFox

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Looks like ur playing the wrong game OP. I think ur lookin for COD around here we play co-OP and like it when our allies do well with their skills.

As for TC it's fine. Enemies see right through it 90% of the time and sniper damage Evo 6 got nerfed along with it's base duration so that players couldn't have the best of both worlds. Move along please

#65
Aetika

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megawug wrote...

-1. Must be Friday trolls.


Indeed.

#66
NuclearTech76

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Geek Fest wrote...

I'm not saying that everything is balanced, far from it actually, but I feel the game is in a pretty good place and major changes aren't needed. Between grenade gear, armored compartments and changes to fire and cryo explosions every single class can dominate on any difficulty. Yes TC is incredibly good. So are a ton of other things.

Agreed there are a few things that need attention. Kits like the Vorcha Hunter, powers like Sentry turret, non explosive rounds, but overall I think we're in a good place in MP where every kit is competetive in proper hands. I think the hate is coming from the ease of the infiltrator class for less experienced players.

#67
Grumpy Old Wizard

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BjornDaDwarf wrote...

It's not TC, it's the synergy between the powers of the TGI, the Infidrell and the GI. They are each almost perfectly designed characters in terms of maximizing damage.

Edited to add: Here's a list of classes that I and some other players feel can keep pace with infiltrators.  It's not a short list.


I lol at that list.  It is absurd.  :wizard:

Yes, cloak is overpowered on shooty infiltrators.

The shadow infiltrator can't keep up with the gun spammer infiltrators, and neither can the huntress.  That is why I stressed shooty infiltrators.

Modifié par Grumpy Old Wizard, 11 janvier 2013 - 07:56 .


#68
Pyroninja42

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I'm thinking of making a Tactical Cloak-less tanking TGI just because I can. And then I'll kick butt with it.

Modifié par Pyroninja42, 11 janvier 2013 - 07:55 .


#69
kequilla

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Lucius Aelius wrote...

upinya slayin wrote...

Draining Dragon wrote...

It's overpowered. Don't go off on your immature little rants of "NERFERS R RUINING THE GAME" or "STAWP NOE ITS NAWT".

Let's look at what it gives:

1. A damage boost ranging from 40%-105% (80% if not using a sniper rifle)
2. Partial invisibility for a duration ranging from 4-11.2 seconds.
3. The ability to cancel any other power cooldowns and disregard weight.

That's the ultimate power. And it's ONE power. 

Here are my proposed changes:

Remove the scaling cooldown based on time spent in cloak. Tactical Cloak should have a static cooldown, changing based on how you spec it and your weapon weight, like every other power. Infiltrators currently can ignore the only downside of using powerful weapons.

Reduce the damage bonus increase evolution on Rank 4 to 30%, and increase the sniper rifle damage bonus evolution to 40%. That way, using a sniper rifle is actually worth the extra damage, and infiltrators can become snipers again.

Now go ahead. Unleash your butthurt.


the damage boost is for like 2 seconds. also it only cancels if you break cloak early. AR on the other hands gives you shields and a 70% damage boost for 7 seconds with auto reload and even with a claymore the same 3 second cooldown and auto reloads. you can have a 2 shot claymore with the 2nd and 3rd and 4th shots all doing 70% damage more.

AR is underrated but eveyrone complains about cloak instead. I'd say when used correctly AR is better then TC


Tangent: Is it just for the sake of the vanilla human soldiers that AR hasn't been used again on a new character? I'd like to see at least one more soldier with it (and some novel powers to round it out).


Honestly i love the human soldier; currently my highscore holder. Now to the actual topic; i like tactical cloak. As is. I also say it is powerful. But its bluntly powerful, i can run around with a human infiltrator ana claymore, blowin heads of f, but as i aluded, my best class atm is the plain old human soldier(with a wraith Vll). There are more ways to play then being centered for or against cloak, try a chargeless drellguard sometime.
Fun is variable

#70
Red Panda

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joker_jack wrote...

always pc players these days wanting the tc nerf. then again look at you're bigger cheater base.


Let's not start a flamewar, please.

#71
Tankcommander

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Weight still factors in; it made my choice of loadout for my platinum solo somewhat difficult.

Cooldown is the only thing that needs to be addressed. Take away the damage bonus and cloak is worthless - most enemies disregard the invisibility anyway, so duration is pretty much worthless. If you got no damage increase then Cloak would be completely pointless.

#72
Clayless

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Whats the number 1 way to make people play this game?

Make it harder for them to play apparently. Because the one thing you want in a team game is more nerfs.

#73
Grumpy Old Wizard

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Funny how some peole say enemies ignore cloak when I can run all around the map cloaked and not be shot at as long as there is not the geth done out.

#74
Jeremiah12LGeek

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Grumpy Old Wizard wrote...

Yes, cloak is overpowered on shooty infiltrators.

The shadow infiltrator can't keep up with the gun spammer infiltrators, and neither can the huntress.  That is why I stressed shooty infiltrators.


Um, it makes sense, that being a different playstyle, you might underperform with a Shadow compared to a vanilla human infiltrator. You may be better suited to sniping/shotgunning. As someone who avidly uses both kits, I can tell the Shadow has no trouble at all keeping up.

Also, I'm sure that there is some math or proof to back up what everyone is saying about Tatical Cloak ignoring weapon weight on cooldown.

However, in practical terms, regularly playing a HI with a Valiant, and directy comparing the cooldown on TC from a shot to a Shadow using a Carnifex, that there is absolutely a difference in the two cooldowns.

Unless I've been experiencing a special me-only bug since March, Tactical Cloak's cooldown is indeed affected by weapon weight, even if it is less so than other classes.

I enjoy playing all the classes, but the infiltrator's my favourite. I don't feel it needs a nerf, but I'm obviously biased.

#75
FataliTensei

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bauza wrote...

cory257383 wrote...

Nerf
Cloak
Devastator mode
Hunter mode
Krysae
Typhoon
Pirhana
Biotic explosions
Stim packs

You nerfers have taken a significant amount of fun out already.
If those things were still in you wouldnt see so many infiltrators since other power options would be around

I am coming off as rude but nerfing goes agaisnt all logic in this game.


QFT