Cloak Is Way Too Ridiculous

ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
<div class="IPBDescription">too powerful</div> cloaked things in this game are so freakin impossible to see even in a fully bright room. in the dark don't even bother trying to see them. i'm finding that now as a marine i'm having a tendency to no longer glance around a room as i enter it. one of the skills you needed in NS and probably useful in real life too if you're a soldier is being able to quickly glance around a room to each side and the ceiling etc as fast as possible without getting disoriented as you run into a room. i'm not bothering to do that anymore because if the enemy is cloaked i'm just simply not going to see them anyway. as an alien a skill you needed was to be able to find some nook or crannie to hide in that you'd burst out of when the enemy walked past you and you were behind then. the aliens are not even bothering to hide anymore. they are just standing in the middle of the room waiting for the marines to run into their mouths. the overpower of the cloak is killing the challenge and skill for the aliens and the marines. this was not an issue before because cloaking was almost never used but now it's used a hell of a lot. the transparency needs to be toned down alot.

Comments

  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    some good points there. I think if a cloaked oc or a cloaked alien attacks a marine that it should reveal other chambers/aliens in a small radius. This would at least make the sensory chamber slightly less formidable.
  • Crazy_MonkeyCrazy_Monkey Join Date: 2002-11-13 Member: 8453Members
    A Cloak: "Something that covers or conceals"

    I think it works just as it's supposed to. Bring a GL along, or ask for the comm to sweep. Heck, ask for an observatory....
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Scanner sweeps counter sensory towers. Just because something presents a challenge doesn't mean its overpowered.
  • RuByRuBy Join Date: 2002-12-12 Member: 10732Members
    heavy armours also seem to be a great way to counter hive 1 or 2 cloaked stuff. Get into the habit of knifing or shooting suspicious areas and it should give you a head start on those cloaked aliens or structures.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Rennex+Aug 1 2003, 05:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rennex @ Aug 1 2003, 05:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Scanner sweeps counter sensory towers. Just because something presents a challenge doesn't mean its overpowered. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Amen.

    Motion Tracking can also be used to track self-cloaking aliens (though Sensory Chambers defeat MT within their radius).
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    "We've had a over 100 very astute and very skilled people that have been playing 2.0 for over three months. Please don't post ANY balance feedback for a couple weeks, as it's just too new for you guys to judge. Balance will not be flip-flopping quickly after release, like in 1.0x. Please post other feedback though."
    -Flayra

    Read the FAQ please. <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=40042' target='_blank'>FAQ</a>
  • Crazy_MonkeyCrazy_Monkey Join Date: 2002-11-13 Member: 8453Members
    I like examples of there being other smart people in the world....<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • briDgebriDge Join Date: 2003-06-21 Member: 17583Members
    sorry but I dont see this as a balance problem. For the first time I think sensory chambers are very efficient and an effective upgrade/structure. What I like most of all however is that because the chambers have a radious that extends through walls for the enhanced cloaking ability, it encourages intelligent and strategic placement of your sensory chambers. Set them up in places where they will cloak skulks in important areas, or even extend into marine start so skulks can sneak in before the obs is built.

    I see no balance issues with cloak, I just think marines dislike that their "right to rambo" has been revoked.
  • RionRion Join Date: 2002-11-08 Member: 7752Members
    The commander could do something amazing like use scanner sweep, gets rid of cloaking in a very large radius and costs absolutely nothing.. I think it's a good deal. Build two obs and you'd probably never have to wait for energy to refill if you don't spam.
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    it's just annoying though. Every few seconds you need like 40 obs and constant sweeps everywhere your marines walk.
  • snakpaksnakpak Join Date: 2002-11-22 Member: 9634Members
    the easiest thing to do in a room, is basically do a quick cap of the room with your LMG. tap here, tap there, tap tap tap. it will reveal the hidden chambers. offense chambers when firing will come out of cloaking, so they are easy to take down.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    Do offense chambers automatically fire, even when cloaked?
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    When they automatically fire it uncloaks itself,very scary because it fades in

    BTW,I've noticed that the marine flashlight comes in handy,but you'll need very good eyes,and I mean <b>VERY</b> good eyes.
  • justbobjustbob Join Date: 2003-03-28 Member: 14960Members
    ahh i love the cloak now, hell with silence a gorge can build one right next to a marine and not be heard. i was having a hard time with eclipse hive being locked down and us with sens, movements, it was quite hard to kill the uber turrets, as a gorge trying to bilebomb it didn't work with marines always coming in eventually i got killed but the sens tower remained. i went fade and found another gogre trying what i was doing, only now with me surrporting him ( i so love ccloaked by sensorys prevents turrets to fire, so they go after the gorge bilebombing and i slash at thier backs go get healed 10 marines done in by this later base it gone hive goes up.

    one complaint with the new big map. i always feel like i need a big arrow saying "you are here!" as i'll spend 30 secs just to find the little green skulk,

    oh and stomp is sickly in neutralizing groups of ha/hmgs stomp them consitantly while a couple buddys work em over.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Folks, speaking as a PT let me say when we FIRST played with sensory chambers as they are now, marines got OWNED badly. Aliens used sensory every game and then something happened...

    The marines got used to it.

    So it didn't become a big deal anymore. If aliens go sensory first then have the ocm buy an observatory and do some scannin'. Then he can waypoint it and you can kill it. Easy beans.

    The aliens do take a risk with first chamber sensory since htey have to choose movement or defense as number 2, and that's at the time when fades start showing up.

    Trust me, once you get used to it, sensory chambers are not a big deal...

    Regards,

    Savant
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited August 2003
    Shotguns are really useful for decloaking areas. The shot covers a fair area at range, and you can end up decloaking a few towers with just one shot. It's also pretty wicked at killing buildings, and is meant for close up battles. You can do a little bit of sprayin' with a LMG as well, but I find that I can't afford to spare a single bullet. I'd guess that if you know they're going sens, grab shotties and armour upgrades.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin--Savant+Aug 1 2003, 05:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Aug 1 2003, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Folks, speaking as a PT let me say when we FIRST played with sensory chambers as they are now, marines got OWNED badly. Aliens used sensory every game and then something happened...

    The marines got used to it.

    So it didn't become a big deal anymore. If aliens go sensory first then have the ocm buy an observatory and do some scannin'. Then he can waypoint it and you can kill it. Easy beans.

    The aliens do take a risk with first chamber sensory since htey have to choose movement or defense as number 2, and that's at the time when fades start showing up.

    Trust me, once you get used to it, sensory chambers are not a big deal...

    Regards,

    Savant <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Bingo <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Multiple Obs are viable,so don't be afraid to waste your res
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