Sure you do.
Whatever you say.
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Sure you do.
Whatever you say.
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Honestly was only trying to point out the Cost vs Reward is way out of whack.
Having it cost an insane amount or next to nil changes nothing to gameplay intention. if it only costs 1mil to make it still only deters afk players but i shouldnât have to drop 50+mil to know if a player is afk or not. Allowing for them to be picked up would see them used more often as a deterrent for there intended gameplay function and put them inline with other deployables. Alternatively reducing the cost to build would also see them used more often as a deterrent for afk camps.
Although, I will mention since everyone got on the subject. Everything in the game has a direct counter except for cloaking. sensor boosters - sensor dampners, speed - webs, energy warfare - cap boosters/batterys .
The list goes on and on but for cloaking there only exists the observatoryâs and slaving drones to an interceptor. Now I am not saying the observatories are the answer here. i do think they serve there niche well but just cost to much to make compared to the benefits you get from it. It does seem strange though that we actually dont have a true counter to cloaking.
If i were a CCP Dev , I think the best solution here would be matter clouds , a sort of depth charge like module that would allow players to essentially drop delayed charges that produce a 30km-50km cloud to decloak ships nearby. Couple that with special cloaking scanner probes that canât predict exactly where a ship is but has a probability curve that gets you close but not quite there to a target allowing you to depth charge an area.
Could you tell us what a cloaked player can do to you besides sit there and stare at you?
They have to decloak to do anything. If youâre there and not ready when they decloak, thatâs 100% your fault.
A lot of cloaked gameplay is sit off a ansi / gate waiting as an opportunist and only engaging when not actually challenged in any way shape or form. Often this results in challengers coming to the location and because the cloaked person can simple choose to not engage the defenders have no means of counter other than trying to trick them into a fight with bait. This allows cloaked individuals to effectively just sit and grief an area or lock down industrial transit with little or no risk to themselves.
People also have cloaked ships just sit in star systems to prevent people from mining / ratting in that system and they will just wait until the fight is completely in there favor avoiding people wanting to find and engage them. and when you try to use mobile observatoryâs they just log off in systems then log back in later cloak and look for the opportunity kill again with little to no risk to themselves.
Only saying there should be more risk involved and adding tools that are not a perfect counter but allow people to play the game looking for the cloaked ship addâs content and gameplay that all can enjoy including the cloaked player who would now have things to do other than just sit there.
Now with that said, assuming reasonable counters like cloak scanners(cloak residue presence), depth charges, and cloaker probes. I think it would only be appropriate at that point to give cloaked ships true stealth by not showing on local when cloaked. This actually cements there place as truly cloaked black ops and requires occasional scans by players to look for cloak residue or something.
Give this to only blk op ships?
Right. Tell us, who in this entire game starts a fight they arenât sure they can win? Your entire complaint here stems from the fact that you donât want to take fights youâre not sure you can win, so you want CCP to force things into your favor. The only difference between you and the people youâre whining about is that they arenât asking CCP for a crutch.
Your fear of cloaky campers is not an issue CCP needs to resolve.
Youâre not trying to add risk to the cloak, youâre trying to remove what little risk exists in the overlapping intel channels that is nullsec.
Nothing in your suggestion is reasonable.