I Can See 95% Cloaked Alien Perfectly...

N1RampageN1Rampage 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?
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Comments

  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    your monitor has a lot to do with being able to see cloaked aliens. my monitor is pretty cheap and old, and i cant see skulks even if i know exactly where they are and spinning around in circles. i can barely see a fully cloaked onos when it walks.
  • DaJMastaDaJMasta Join Date: 2005-01-10 Member: 34750Members, Constellation
    I have a nice viewsonic flat panel, and above maybe 80% visible, they are REALLY hard to see. Add silence and im completely screwed. My gamma is probably exceptionally low, maybe I'll raise it a little, but i like the looks when black is pitch black.

    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-->
  • jago6jago6 Join Date: 2004-11-18 Member: 32868Members, Constellation
    I have a sceptre 19" flat panel. Does really well, I turn up the gamma just a bit because I hate not being able to see anything in dark hallways. I find the maps a bit too dark all in all. Skulks sitting still of course I can't see, but when they are moving, pretty easy targets. It's the predator effect, you can't really see them, but you can see that blurry movement real easy.

    Onos and cloaking, unless they stand still, might as well not even have it. Fades, dirty rotten bastiges, they are my bane.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    the natural selection -- people with wrong hardware get picked out by cloaking skulks.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-TOmekki+Apr 25 2005, 01:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Apr 25 2005, 01:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the natural selection -- people with wrong hardware get picked out by cloaking skulks. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ouch. Time for a new monitor I guess (you cloakers are still lame)
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    edited April 2005
    Another reason to replace cloaking with something else.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    i have a normal monitor, 19", but i can still easily see cloaked skulks when 90% cloaked
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    Cloaking is fine, there's so many ways to counter it. MT works pretty good not 100% , scan , obs de-cloak area and smart marines (Looking hard for cloaked , knowing the place of the sc , shooting randomly at corners suspected positions.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin-Svenpa+Apr 25 2005, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenpa @ Apr 25 2005, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloaking is fine, there's so many ways to counter it. MT works pretty good not 100% , scan , obs de-cloak area and smart marines (Looking hard for cloaked , knowing the place of the sc , shooting randomly at corners suspected positions. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-XCan+Apr 25 2005, 03:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Apr 25 2005, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Svenpa+Apr 25 2005, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenpa @ Apr 25 2005, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloaking is fine, there's so many ways to counter it. MT works pretty good not 100% , scan , obs de-cloak area and smart marines (Looking hard for cloaked , knowing the place of the sc , shooting randomly at corners suspected positions. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-Swiftspear+Apr 25 2005, 02:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 25 2005, 02:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TOmekki+Apr 25 2005, 01:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Apr 25 2005, 01:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the natural selection -- people with wrong hardware get picked out by cloaking skulks. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • jago6jago6 Join Date: 2004-11-18 Member: 32868Members, Constellation
    <!--QuoteBegin-Swiftspear+Apr 25 2005, 03:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 25 2005, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-XCan+Apr 25 2005, 03:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Apr 25 2005, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Svenpa+Apr 25 2005, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenpa @ Apr 25 2005, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloaking is fine, there's so many ways to counter it. MT works pretty good not 100% , scan , obs de-cloak area and smart marines (Looking hard for cloaked , knowing the place of the sc , shooting randomly at corners suspected positions. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-jago6+Apr 25 2005, 04:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (jago6 @ Apr 25 2005, 04:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Apr 25 2005, 03:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 25 2005, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-XCan+Apr 25 2005, 03:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Apr 25 2005, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Svenpa+Apr 25 2005, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenpa @ Apr 25 2005, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloaking is fine, there's so many ways to counter it. MT works pretty good not 100% , scan , obs de-cloak area and smart marines (Looking hard for cloaked , knowing the place of the sc , shooting randomly at corners suspected positions. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    I can see those walking aliens if i still I hardly ever let pass running cloakers. Sometimes thought I duck and spot the cloaker and get owned <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
  • ScrapScrap Join Date: 2005-01-06 Member: 32953Members
    well the only time i see a cloaked alien is when a bright light is behind him, then his "borders" are visible.But mostly im the paranoid marine who keeps to the center of a moving group and shoots every corner a skulk could be in so i wont get cloakkilled alot.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited April 2005
    <!--QuoteBegin-Swiftspear+Apr 25 2005, 03:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 25 2005, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-XCan+Apr 25 2005, 03:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Apr 25 2005, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Svenpa+Apr 25 2005, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenpa @ Apr 25 2005, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloaking is fine, there's so many ways to counter it. MT works pretty good not 100% , scan , obs de-cloak area and smart marines (Looking hard for cloaked , knowing the place of the sc , shooting randomly at corners suspected positions. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • ReVerthexReVerthex Join Date: 2005-01-10 Member: 34719Members
    Scan doesn't work too well in combat any more cause it only picks up aliens that are cloaked and not moving, how ever there have been exceptions but there definatly is a problem with it I'm not 100% sure exactly what it is yet.

    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.
  • daidalosdaidalos Join Date: 2004-05-23 Member: 28854Members, Constellation
    Well, I noticed that it scans every time a cloaked alien starts moving. If it is just sitting somewhere, scan goes never off, NEVAR. I already was surprised as a jetpacker in the one or antoher vent.

    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
  • Cm_FranksCm_Franks Join Date: 2005-04-16 Member: 48657Members
    Scan goes off in co anytime an alien approaches you. Except of course, if you've recently scanned. Auto scan doesn't give a **** whether the alien is cloaked or not.

    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.....
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Hardware issues like these can only be solved with a re-working and re-thinking of how the things in conflict with the hardware should function.

    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-->
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    I've actually NEVER seen scan go off if there wasn't a cloaker nearby (barring the automatic ping when you first buy the ability). You can then use scan to find cloaked aliens that were also hiding behind an obstacle, because even though you can't see them, you know they have to be nearby because of the scan. Of course, sometimes that cloaker may be on the other side of a wall, moving away from you...in which case you won't find him.

    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. =)
  • ArsnicArsnic Join Date: 2005-04-13 Member: 48327Members
    im color blind to orange...kinda makes it hard to see anything on any screen
  • SnakestylesSnakestyles Join Date: 2005-01-07 Member: 33308Members
    <!--QuoteBegin-ReVerthex+Apr 25 2005, 11:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ReVerthex @ Apr 25 2005, 11:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Scan doesn't work too well in combat any more cause it only picks up aliens that are cloaked and not moving, how ever there have been exceptions but there definatly is a problem with it I'm not 100% sure exactly what it is yet.

    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
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    I see allmost allways spot moving skulks.
    I use a 17" SyncMaster 753DFX from Samsung :O
  • Foxtrot_UniformFoxtrot_Uniform Join Date: 2003-06-12 Member: 17328Members
    maybe they should make it so that when you're cloaked, you're completely invisible, but you do half damage.
  • ScrapScrap Join Date: 2005-01-06 Member: 32953Members
    <!--QuoteBegin-Foxtrot Uniform+Apr 26 2005, 11:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Foxtrot Uniform @ Apr 26 2005, 11:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> maybe they should make it so that when you're cloaked, you're completely invisible, but you do half damage. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    so all aliens would move 1 inch forward to uncloak and attack then?
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-Arsnic+Apr 26 2005, 02:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Arsnic @ Apr 26 2005, 02:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> im color blind to orange...kinda makes it hard to see anything on any screen <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    co_core must be fun.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    <!--QuoteBegin-Swiftspear+Apr 25 2005, 05:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 25 2005, 05:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-jago6+Apr 25 2005, 04:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (jago6 @ Apr 25 2005, 04:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Apr 25 2005, 03:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 25 2005, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-XCan+Apr 25 2005, 03:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Apr 25 2005, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Svenpa+Apr 25 2005, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenpa @ Apr 25 2005, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloaking is fine, there's so many ways to counter it. MT works pretty good not 100% , scan , obs de-cloak area and smart marines (Looking hard for cloaked , knowing the place of the sc , shooting randomly at corners suspected positions. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-MrRadicalEd+Apr 25 2005, 11:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrRadicalEd @ Apr 25 2005, 11:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Apr 25 2005, 03:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 25 2005, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-XCan+Apr 25 2005, 03:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Apr 25 2005, 03:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Svenpa+Apr 25 2005, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenpa @ Apr 25 2005, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloaking is fine, there's so many ways to counter it. MT works pretty good not 100% , scan , obs de-cloak area and smart marines (Looking hard for cloaked , knowing the place of the sc , shooting randomly at corners suspected positions. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    It probably has less to do with your new monitor's size or whether it's flat/CRT/projection?/LCD/MOONLASERZ! and more with your new Contrast/Brightness settings and Gamma.
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