I Can See 95% Cloaked Alien Perfectly...
N1Rampage
Join Date: 2003-12-15 Member: 24420Members
<div class="IPBDescription">As if they only have 30%...</div> Since I got a 17 inch Proview Flat Screen Monitor, I can see them plain as day. When I had my 19 inch regular monitor, I could never spot a cloaked alien unless it got scanned, got picked up on MT, or shot. Could it be picture quality that is the true secret to seeing the cloaked beings and not contrast or brightness?
Comments
Fun little thought though, especially in CO, just shoot the floor in front of you if you expect someone, ive actually gotten kills that way <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Onos and cloaking, unless they stand still, might as well not even have it. Fades, dirty rotten bastiges, they are my bane.
Ouch. Time for a new monitor I guess (you cloakers are still lame)
Did you even read the first post? There are counter built into the game, then there are so called "hardware counters" which don't need to be enabled in the game by teching. Now imagine if most of the player base or the competative players used these hardware counters, what do you have? A perfect cloak counter without needing to tech.
Did you even read the first post? There are counter built into the game, then there are so called "hardware counters" which don't need to be enabled in the game by teching. Now imagine if most of the player base or the competative players used these hardware counters, what do you have? A perfect cloak counter without needing to tech. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Exactly, cloaking should either be 100% or not at all.
Ouch. Time for a new monitor I guess (you cloakers are still lame) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i have an LG 901B 19" crt.
Did you even read the first post? There are counter built into the game, then there are so called "hardware counters" which don't need to be enabled in the game by teching. Now imagine if most of the player base or the competative players used these hardware counters, what do you have? A perfect cloak counter without needing to tech. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Exactly, cloaking should either be 100% or not at all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I say 100% non-moving cloak, 95% walking cloak, and like 85% running cloak. Also cloak needs to be fixed so mouselooking around doesn't count as moving.
Though weird thing, playing on a co server earlier today. Scan area wasn't going off near cloaked aliens. I literaly almost walked onto one before it finally pinged, like withing about 6 foot of it.
Did you even read the first post? There are counter built into the game, then there are so called "hardware counters" which don't need to be enabled in the game by teching. Now imagine if most of the player base or the competative players used these hardware counters, what do you have? A perfect cloak counter without needing to tech. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Exactly, cloaking should either be 100% or not at all. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I say 100% non-moving cloak, 95% walking cloak, and like 85% running cloak. Also cloak needs to be fixed so mouselooking around doesn't count as moving.
Though weird thing, playing on a co server earlier today. Scan area wasn't going off near cloaked aliens. I literaly almost walked onto one before it finally pinged, like withing about 6 foot of it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Scan goes off a certian hard frequency. If you haven't pinged in a while you will ping if a cloaker gets near you, but if you have pinged just recently (it pings semirandomly, so it isn't ALWAYS a cloaker causing your scan) you won't ping for a little while even if a cloaker walks right up into your face.
85% is too much for runners. It is hard enough to see cloakers on my monitor at 30% (I'm assuming my monitor is lower end when it comes to cloak detection) and they go from visable to invisably cloaked in my vision in about one second of stopped movement. I think the run speed cloaked should be pushed up if anything. Enough people complain about cloaking being overpowered anyways, it isn't like it really needs a buff, yet giving it 100% at fully stopped would definately be buffing it.
Did you even read the first post? There are counter built into the game, then there are so called "hardware counters" which don't need to be enabled in the game by teching. Now imagine if most of the player base or the competative players used these hardware counters, what do you have? A perfect cloak counter without needing to tech. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Exactly, cloaking should either be 100% or not at all. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I so agree.. even if there has to be ridiculous cut backs to the ability, cloak should.. cloak you 100% especially under the veil of a sensory chamber.
As for the cloaking skulks I can see them just fine. I'm on an 8 year old 17" monitor with a very yellow tint so blue looks really bad this forum colour looks green to me but I know that it's blue.
Besides that, I can see cloakers well when they are moving, but never when they are just standing. I only have a very old 15" tft, I know, it's time to upgrade >_> but I can see cloakers, especially when they are running, then it is VERY easy to spot them... too easy. :/ cloaking ftl
That said, please stop talking about co trivia in this post. Rampage brings up a good point about how arbitrary hardware configs can alter the way the game is played. It's almost as bad as someone's internet connection affecting their hitbox.....
Take the player's view distance for example.
The player, in effect, can see into forever -- limited only by the engine's draw distance. But, his current resolution effects at what range he can see out of the engine's max draw distance, coupled with any sort of item or weapon which can zoom. And then, you have screen resolution. Obviously, low resolution has less pixels to draw complex shapes; a sphere <b>and</b> a enemy in a severly low-res situation can look like nothing more then a 4 or 5 pixel block, from a distance. Completly impossible to tell wether that 4 or 5 pixel block is a sphere, or a bulky and powerful enemy (onos) But, if you up the resolution, you can instantly tell that "there's a crate, and a enemy nearby that crate." And once you can tell who is who and what is what, you can start killing.
To "fix" the issue of someone without scan, or without a obs seeing a cloaked enemy, implement a shader which can effectively make cloaking a 100% invisibility all the time, but have pixel distortions - IE: Refraction - appear on the player's model would be the best solution. But, since we're dealing with a modified Quake engine without the source code to modify, we could make cloaking 100% all the time, and give marines a way to see the invisible aliens as a green tinted model surrounded in a dark-green blob. Otherwise, the only other way to "fix" it, is to remove it, and think up something else that goes into the theme of the old one. And <b>THAT</b> is for the suggestions forum, not general. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
But there is a problem with scan being unable to detect moving cloakers. I mean, for those with the leet monitors who can see running cloakers to begin with, it doesn't matter...but for those who always have trouble seeing cloaked aliens until they uncloak, its severely annoying to have a cloaked alien running straight at you and be unable to see him because your scan won't trigger.
As for me...its mostly a matter of how much other light is in the room. When I play in the daytime, cloaked aliens are very difficult to see. When I play at night with the lights off, they show up just fine. =)
As for the cloaking skulks I can see them just fine. I'm on an 8 year old 17" monitor with a very yellow tint so blue looks really bad this forum colour looks green to me but I know that it's blue. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
LOL SEAGULL
rev u nub
I use a 17" SyncMaster 753DFX from Samsung :O
so all aliens would move 1 inch forward to uncloak and attack then?
co_core must be fun.
Did you even read the first post? There are counter built into the game, then there are so called "hardware counters" which don't need to be enabled in the game by teching. Now imagine if most of the player base or the competative players used these hardware counters, what do you have? A perfect cloak counter without needing to tech. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Exactly, cloaking should either be 100% or not at all. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I say 100% non-moving cloak, 95% walking cloak, and like 85% running cloak. Also cloak needs to be fixed so mouselooking around doesn't count as moving.
Though weird thing, playing on a co server earlier today. Scan area wasn't going off near cloaked aliens. I literaly almost walked onto one before it finally pinged, like withing about 6 foot of it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Scan goes off a certian hard frequency. If you haven't pinged in a while you will ping if a cloaker gets near you, but if you have pinged just recently (it pings semirandomly, so it isn't ALWAYS a cloaker causing your scan) you won't ping for a little while even if a cloaker walks right up into your face.
85% is too much for runners. It is hard enough to see cloakers on my monitor at 30% (I'm assuming my monitor is lower end when it comes to cloak detection) and they go from visable to invisably cloaked in my vision in about one second of stopped movement. I think the run speed cloaked should be pushed up if anything. Enough people complain about cloaking being overpowered anyways, it isn't like it really needs a buff, yet giving it 100% at fully stopped would definately be buffing it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Scan always fires by proximity - but that proximity doesn't take into account obstacles, so your ping can be set off by a cloaker that you can't possibly find, or that couldn't even reach you if he tried.
Did you even read the first post? There are counter built into the game, then there are so called "hardware counters" which don't need to be enabled in the game by teching. Now imagine if most of the player base or the competative players used these hardware counters, what do you have? A perfect cloak counter without needing to tech. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Exactly, cloaking should either be 100% or not at all. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I so agree.. even if there has to be ridiculous cut backs to the ability, cloak should.. cloak you 100% especially under the veil of a sensory chamber. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Bah, I personally want innate lifeform cloak removed from SC all together. Seems to me the only people who really use cloaking well anyways would be able to manage just as well with the upgrade and not the chamber benifit, without unbalancing the game by granting them focus, cloak, and SoF all in the same radius as a chamber.