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  Discovery Gaming Community Rules & Requests Rules
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Cloak bug

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Cloak bug
Offline M1cha37
06-27-2012, 02:14 PM,
#81
Member
Posts: 117
Threads: 15
Joined: Mar 2011

Quote:If it isn't a bug, why hasn't this been posted in any of the threads describing the attributes of cloaks?

Agree!

[Image: 112211.jpg]
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Offline Nutline
06-27-2012, 02:18 PM,
#82
Member
Posts: 121
Threads: 12
Joined: Aug 2010

I think it's clear for everyone that this is a bug and must be fixed.
Cloaks:

- Use CM slots
- Use Fuel
- Very very expensive
- May be destroyed on death

If now ... CD's follow the target - it's completely useless !
It worked flawlessly until few days ago ... it will be fixed by Cannon - I'm sure of it.

[Image: 3jlb8.png]
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Offline Knjaz
06-27-2012, 02:21 PM, (This post was last modified: 06-27-2012, 02:22 PM by Knjaz.)
#83
Member
Posts: 1,648
Threads: 80
Joined: Dec 2010

' Wrote:I think it's clear for everyone that this is a bug and must be fixed.
Cloaks:

- Use CM slots
- Use Fuel
- Very very expensive
- May be destroyed on death

If now ... CD's follow the target - it's completely useless !
It worked flawlessly until few days ago ... it will be fixed by Cannon - I'm sure of it.

:rtfm:
' Wrote:Well, I'm not sure why this came up just now, since =2te= (those pesky Rheinland cloaking turtles - yes, it's mainly =2te=) knew it from the very beginning (we made good number of tests on our first cloaks, back then), but we never considered it an exploit or something like that.

<skipped>

I.e. this "feature", or "bug", that mines, missiles and CDs track a cloaked ship, was there from the start.
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Offline M1cha37
06-27-2012, 02:31 PM,
#84
Member
Posts: 117
Threads: 15
Joined: Mar 2011

now liberty will use that bug agains RNC, if no one fix this bug.

[Image: 112211.jpg]
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Offline Madvillain
06-27-2012, 02:44 PM,
#85
El Presidente
Posts: 2,690
Threads: 195
Joined: Apr 2010

' Wrote:I think it's totally besides the point to try and make assumptions about people's motives. Let's stick to the problem at hand instead.

If this isn't a bug, why the obscure way of keeping a lock on your enemy?

If it isn't a bug, why hasn't this been posted in any of the threads describing the attributes of cloaks?

It would be rather useful information for both the cloaker and the chaser.

this exactly.

[Image: zElBwT7.png]
Baila Morena | Toilet Trouble | Elder Presidente[TBH] | The Titan Combat Manual | Confession
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Offline Friday
06-28-2012, 02:10 AM,
#86
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

Is it a bug? Yes.

Is there scope for some kind of counter, or offset, to cloaks? Yes.

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Offline Blackvertigo1
06-30-2012, 10:01 PM,
#87
Member
Posts: 679
Threads: 40
Joined: Jun 2008

This is a HARDCODED problem.

The best bet is not to be targeted in the first place. I've able to use cloaks in FL to be cloaked before shenanigans. BTW, when I say FL, I mean previously before Disco, like, in a modding server.

"The path to hell is paved with good intentions."


Quote:* Nodoka Hanamura is all about that SSH life
If you can't RP then 1.0

"There are more things in Heaven and Earth than are dreamt of in your philosophy - from our odyssey into Hell, we have returned with a gift."
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Offline Knjaz
06-30-2012, 10:52 PM, (This post was last modified: 06-30-2012, 10:53 PM by Knjaz.)
#88
Member
Posts: 1,648
Threads: 80
Joined: Dec 2010

' Wrote:This is a HARDCODED problem.

The best bet is not to be targeted in the first place. I've able to use cloaks in FL to be cloaked before shenanigans. BTW, when I say FL, I mean previously before Disco, like, in a modding server.

Ehh...
Then, I guess, if the problem will become serious enough, once player skill when dealing with cloaking targets will increase, the most optimal solution would be to move cloak from an escape mechanism to an ambush mechanism.

Like, drastically increasing maximum cloak duration on different shiptypes, and drastically increasing charging time.
That is, IF problem will become large scale one. But I can easily imagine environment, where average player skill will be enough to negate cloak escaping capabilities.
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Offline Blackvertigo1
06-30-2012, 11:03 PM,
#89
Member
Posts: 679
Threads: 40
Joined: Jun 2008

' Wrote:Ehh...
Then, I guess, if the problem will become serious enough, once player skill when dealing with cloaking targets will increase, the most optimal solution would be to move cloak from an escape mechanism to an ambush mechanism.

Like, drastically increasing maximum cloak duration on different shiptypes, and drastically increasing charging time.
That is, IF problem will become large scale one. But I can easily imagine environment, where average player skill will be enough to negate cloak escaping capabilities.

Cloaks have fixed timers. You need source code to manipulate it. Which is unavailable because I haven't seen any source releases of Freelancer.

"The path to hell is paved with good intentions."


Quote:* Nodoka Hanamura is all about that SSH life
If you can't RP then 1.0

"There are more things in Heaven and Earth than are dreamt of in your philosophy - from our odyssey into Hell, we have returned with a gift."
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Offline Knjaz
06-30-2012, 11:20 PM,
#90
Member
Posts: 1,648
Threads: 80
Joined: Dec 2010

' Wrote:Cloaks have fixed timers. You need source code to manipulate it. Which is unavailable because I haven't seen any source releases of Freelancer.


What? You mean, small, medium, and large cloaks all had a pre-set charging time (of 15, 30 and 60 seconds), that's hardcoded into the game, and all these 3 types of cloaks were in vanilla?
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