Cloaking

ConfusionConfusion Join Date: 2003-10-29 Member: 22108Members, Constellation
<div class="IPBDescription">What kind of random system is this?</div> I'd like to try to keep this discussion based around competitive play:

In a match or scrim setting, cloaking is frowned upon. Why is this? It's a valid part of the game many say. Well all of us have heard the retort, "cloaking counters fun." And I feel that this is just 100% the case. Sure I've played many pub games where I crept up to some nub marines (nub as in not heavily tweaked/lucky settings/monitor or hackers) and proceeded to bite their legs from under them. No. I've really liked the idea of cloaking. Forcing the commander to move slowly through the map with observatories and pinging, which is rather easy now with 2 pings off the bat and 15 res obs. Forcing marines to stick together and upgrade armor first. All wonderful tactics which are relatively enjoyable.

However the one part of cloaking which just sucks, is the random %cloaked thing. This is a HUGE problem both as a marine and as a alien. If you have a monitor/graphics card which keeps cloaked skulks cloaked or aren't expert enough to tweak your settings so that you can see cloaked skulks you are screwed. You can only move in pinged areas, or just jump around hopeing that you wont get bitten. I personally can see skulks only when moving FASTER than walking, which i believe is how it is supposed to be. However when skulking I notice that some people can't see me even if i go a little bit faster than walking, or slip up by turning while walking or something like that. At the same time, other people can see me all the time. I can be hiding on the wall and not moving, not even touching my mouse and i get blasted when they come around the corner (no they didn't have mt)

This is my problem with cloaking. It's too variable. If cloaking was less bad late game, I would probably quit ns, because more people would use cloaking first. As it is it's ok with a good comm you can usually counter cloaking first (in scrim/matches) so not many teams use it first. However vs a bad comm cloaking is an instant win(or would be vs people with my monitor/graphics settings)



++++++++++++++++++++++++++++++++++++++++++++++++++++
Back to the point of all this

Visibility should be determined by the game. It should be on or off. Having %cloaking values leads to a huge degree of uncertainty and discrepancy amoung players. Why should one person be able to see cloakers? while another cant? If you have 100% cloaking and 0% or even 50% just so you can see them uncloak. This would level the playing field and you would know whether or not you were visible, and not have to guess your opponents monitor settings.
++++++++++++++++++++++++++++++++++++++++++++++++++++



In this set up would you have walking being visible or not? See personally I feel that cloaking is too strong, but there are too many counters on the marine hand also. If cloaking only worked for still aliens, but ping energy/obs costs were pushed back up to what they used to be, cloaking could be fun for both teams and not just aliens if there's a bad comm, and marines if there's a good one.

Confusion

Comments

  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    My 2-cents:

    Theres a thread not to far under this one describing a way to make cloaked items show up easily. Since it even works on cloaked buildings (which I think are always 100% cloaked), I'm not sure if your solution would actually work.

    With my non-tweaked settings, running aliens (30% visible?) are much more annoying to track at high speeds, but can be seen without too much trouble. Walking aliens (10% visible?) can be just barely seen if I slow down myself and concentrate on the space I expect them to be. Still aliens I can't see at all. This is how it should be, I think.

    There was at least one version I played where the cloak percentages made me unable to see cloak-walking aliens who were walking straight up to my face while I was staring at that spot trying to spot cloakers. That's too good. On the other hand, I too have played against players who seem to be able to find me while 100% cloaked and not moving. That is simply unfair. So what's the solution? I honestly don't know.
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    Cloaking is irritating as hell because you cant scan all the time, every place and if you get attacked by just one cloaked skulk early in the game, no matter the size of the group, the chance that one of you will die is about 80%.

    All it takes is a few cloaked skulks and all the marines you had building nodes are dead. It takes 3 or so focus skulks and those marines you had rushing cargo with the sensory in are down without a chance (unless you scan but then the skulks just rush you in the next room, so you have to move either really quickly and get an obs in a central location or move really slowly and scan often, either way you're under great risk from the inevitable skill-less cloakers).
  • ConfusionConfusion Join Date: 2003-10-29 Member: 22108Members, Constellation
    <!--QuoteBegin-Cxwf+May 11 2005, 04:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ May 11 2005, 04:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Walking aliens (10% visible?) can be just barely seen if I slow down myself and concentrate on the space I expect them to be.

    There was at least one version I played where the cloak percentages made me unable to see cloak-walking aliens who were walking straight up to my face while I was staring at that spot trying to spot cloakers. That's too good.


    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This is exactly what I'm talking about. You can see walking skulks when looking for them. I cannot. Unless they break the walking barrier AND i'm looking directly at them and not moving then i can see them. "running" skulks i can see always without hassle
  • GoldenGolden Join Date: 2004-09-01 Member: 31169Members, NS1 Playtester, NS2 Playtester, NS2 Map Tester, WC 2013 - Silver, NS2 Community Developer
    <!--QuoteBegin-Cxwf+May 11 2005, 04:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ May 11 2005, 04:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My 2-cents:

    Theres a thread not to far under this one describing a way to make cloaked items show up easily. Since it even works on cloaked buildings (which I think are always 100% cloaked), I'm not sure if your solution would actually work.

    With my non-tweaked settings, running aliens (30% visible?) are much more annoying to track at high speeds, but can be seen without too much trouble. Walking aliens (10% visible?) can be just barely seen if I slow down myself and concentrate on the space I expect them to be. Still aliens I can't see at all. This is how it should be, I think.

    There was at least one version I played where the cloak percentages made me unable to see cloak-walking aliens who were walking straight up to my face while I was staring at that spot trying to spot cloakers. That's too good. On the other hand, I too have played against players who seem to be able to find me while 100% cloaked and not moving. That is simply unfair. So what's the solution? I honestly don't know. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nothing is ever 100% cloaked. The highest percentage is 95%. Running skulks are pretty easy to spot, especially when they're crossing textures. Anytime a cloaked alien is moving, even if they're walking, even if they're just turning, you can spot them.

    If a marine comes around a corner and shoots you, chances are you were just sitting in a spot he expected you to be in.

    I fluctuate back and forth over whether or not cloaking is balanced. On the one hand, its incredibly annoying being hit by a skulk from a place you just looked at. On the other, sensories leave the aliens open to an electrification strat, especially if the marines can get a phase in one of the hives.

    The counter to that is scent of fear.A good lerk with scent of fear can keep track of the entire marine team and easily prevent ninja phases. Still, its pretty easy to take down alien nodes if the area is pinged. If you use your map during the ping, you can see the locations of all the aliens in the area. If you have multiple observatories, the comm can consistentally ping the area and prevent cloaked aliens from attacking.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    Cleaned up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    Asshatery noted btw <!--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--> by those responsible.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nothing is ever 100% cloaked.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I wonder if this is the design or the limitations to the hl engine.
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    <!--QuoteBegin-digz+May 16 2005, 12:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ May 16 2005, 12:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Asshatery noted btw <!--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--> by those responsible.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    OH RIGHT SQUEEK I FORGOT HUMOUR ISN'T ALLOWED ON THE COMPETITIVE FORUMS.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin-digz+May 16 2005, 08:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ May 16 2005, 08:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cleaned up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    Asshatery noted btw <!--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--> by those responsible.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nothing is ever 100% cloaked.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I wonder if this is the design or the limitations to the hl engine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well,
    100% cloak would mean invisible. And not drawing something is easier on the engine than only rarely drawing something or using some kind of alpha blending pattern in order to make it appear only partially.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    <!--QuoteBegin-digz+May 16 2005, 01:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ May 16 2005, 01:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cleaned up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    Asshatery noted btw <!--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--> by those responsible.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nothing is ever 100% cloaked.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I wonder if this is the design or the limitations to the hl engine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Design. Simply not rendering something would prevent it from being seen at all, tweaked visual settings/hardware or not. I also believe buildings are 90% cloaked, they are simply very difficult to see due to not moving at all really. The reason most cloaked aliens are seen is the blur created over certain textures that's easily recognizable as a signature. On all the metal textures I see cloaked skulks pretty much instantly, on others I can't see jack due to my vision issues.
  • DaJMastaDaJMasta Join Date: 2005-01-10 Member: 34750Members, Constellation
    'Tis odd.

    You'd think that not drawing something but having it still exist works fine (ive done it in a number of other games).

    And if nothing else, theyre probably using an 8 bit alpha channel, so if you wanted it to be as close to 100% transparent as possible, you could make them 99.61% invisible.

    Not that I play competitively, but I do think cloaking is a balance issue if some people can flat out see it. Though I never noticed any cloaking problems in previous versions, so how cloaked were aliens in like 3.0 b5? I mean fully cloaked even though there was no scale....
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    Im wondering if the hl engine allows you to draw the model... without drawing the model which is why we get the limitations on the amount of cloak. Yes, it would be easier to just disable what you see on screen when an alien is cloaked but I dont think the hl engine is designed that way.
  • nInnIn Join Date: 2004-09-20 Member: 31826Members
    I think you're right on that squeak. Half-life engine = ancient <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    <!--QuoteBegin-TheAdj+May 16 2005, 09:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj @ May 16 2005, 09:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-digz+May 16 2005, 01:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ May 16 2005, 01:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cleaned up  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    Asshatery noted btw  <!--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--> by those responsible.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nothing is ever 100% cloaked.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I wonder if this is the design or the limitations to the hl engine. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Design. Simply not rendering something would prevent it from being seen at all, tweaked visual settings/hardware or not. I also believe buildings are 90% cloaked, they are simply very difficult to see due to not moving at all really. The reason most cloaked aliens are seen is the blur created over certain textures that's easily recognizable as a signature. On all the metal textures I see cloaked skulks pretty much instantly, on others I can't see jack due to my vision issues. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actually this is more to do with male eyesight; human males have spatial detection over color detection.

    How many times do you see a guy open the fridge, and have a little trouble finding what he's looking for? How many times do you see it happen to a woman?

    So a guy can naturally pick out a moving cloaked object fairly easy, but a structure even at 90% is almost impossible to pick out because it's still all the time.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin-digz+May 17 2005, 06:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (digz @ May 17 2005, 06:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im wondering if the hl engine allows you to draw the model... without drawing the model which is why we get the limitations on the amount of cloak. Yes, it would be easier to just disable what you see on screen when an alien is cloaked but I dont think the hl engine is designed that way. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not really <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    There was a superhero mod back in won times. They had spiderman, batman superman many many others and the fantastic four. The invisible lady from fantastic four was invisible. She was not drawn on the screen, when having this ability in use.
  • FlounderFlounder Join Date: 2004-09-12 Member: 31656Members
    I'm with Confusion, cloaking is just too random. Nifty idea in theory, but doesn't work either because of engine glitchiness or the wide variety of video cards and monitors. From what I hear, the nicer your monitor, the better chance you have of seeing cloakers. Bleh. If it only applies to half the players just get rid of it. Could you imagine how worthless carapace would be if it only gave you armor half the time you selected it as an upgrade? No one would use it. (*cough* redemption *cough*)

    Cloaking not only counters fun, it counters intelligent game design and implementation.
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    I think the biggest problem is how aliens actually USE the cloaking. When they are just walking around the map slowly I pretty much spot them and start firing. IF a cloaked skulk is ever hiding while being cloaked I'll almost never find him and get killed easily. Maybe this wasn't the intention of cloaking but from what we have and how things are now actually hiding and not standing in the middle of the marines view is the best way to use cloak, atleast from what I've seen and yeah there has been a few times a alien was right in front of me and I didn't see him, but if they camp around a corner or ceiling I'll almost never find him and get killed.
Sign In or Register to comment.