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  Discovery Gaming Community Welcome Help & Support Tutorials & Tools Archive
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Cloak Disruptors Tutorial

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Cloak Disruptors Tutorial
Offline Cælumaresh
06-30-2015, 08:01 AM,
#31
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A possible thing you can add is that disrupted cloaks get a 90 second cooldown before usage aswell, that way they wont instantly be able to cloak again.

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Offline Alley
06-30-2015, 12:31 PM,
#32
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(06-30-2015, 08:01 AM)Caelumaresh Wrote: A possible thing you can add is that disrupted cloaks get a 90 second cooldown before usage aswell, that way they wont instantly be able to cloak again.

This is a planned feature already, it will be added later today.

Laz Wrote: Alley was right.
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Offline Binski
06-30-2015, 02:00 PM, (This post was last modified: 06-30-2015, 02:16 PM by Binski. Edit Reason: grammar )
#33
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Will this fry inactive cloaks? Or just a cloak is to be charging/active? I'm also curious as to what the effect will be like for other players. Will it be similar to a CD and give some kind of warning? A cloaked vessel will know its been fired if its forced to be visible, but will other ships still be aware of it being fired (noise, visual effect)?

Also regarding the forced cool down time for cloaks, I'd ask please to carefully consider the values there, as it seems that unless they are fairly equal, the Cloak Disruptor pretty much always wins, or the cloaker always wins. IE if cloak disruptor cool down is 60 and all cloaks take 90 to try again, there is little to no chance of getting it activated. 1 successful CD of the cloak should not start a chain reaction to guarantee it stays down while the CD'er has ammo to do so. The more equal the terms are, the more likely it is that skill and circumstance determine who wins, not just numbers.

I'm also curious as to the effect this will have on bases? You'd think bases would not like the sting of suddenly getting jolted by EM pulses. I think it should be considered a weapon and bases should react in the same way as if you fire a regular CD when in close range of one (or at one).

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Offline nOmnomnOm
06-30-2015, 02:02 PM,
#34
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(06-30-2015, 07:08 AM)King Boo Wrote: Why would nomads get their own version? I don't see much reason for that. - We already have infinite-cloaks. May as well let the humans have a one-up on us in return, eh?

um no.
Nomade ID has 10 mins

[Image: zBEqQfl.jpg?1]
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Offline Snoozzzer
06-30-2015, 03:14 PM, (This post was last modified: 06-30-2015, 03:15 PM by Snoozzzer.)
#35
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(06-29-2015, 11:23 PM)Shizune Wrote: This takes the usage of missiles to the next level

Here's how I see it

Guy 1: 3 Missile LABC
Guy 2: Decloaker snub

Guy 1: *Cloaked*
Guy 2: *Uses decloaker*
Guy 1: RP-RP-RP *Fires missiles*
Guy 2: *Can't CM, dies to insta missiles*

Right.

Yeah, that already happens all the time. It's called running up to someone cloaked, saying "Captain John: Weapons charging" followed by "Captain John: Open fire!" followed by decloaking and instagib.

Decloakers won't actually do squat either way

[Image: 66tD8j6.png]
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Offline Alley
06-30-2015, 04:24 PM,
#36
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(06-30-2015, 02:02 PM)nOmnomnOm Wrote:
(06-30-2015, 07:08 AM)King Boo Wrote: Why would nomads get their own version? I don't see much reason for that. - We already have infinite-cloaks. May as well let the humans have a one-up on us in return, eh?

um no.
Nomade ID has 10 mins

No. Indie Nomads have 10 mins, K'Hara| has infinite.

(06-30-2015, 02:00 PM)TheUnforgiven Wrote: Will this fry inactive cloaks? Or just a cloak is to be charging/active? I'm also curious as to what the effect will be like for other players. Will it be similar to a CD and give some kind of warning? A cloaked vessel will know its been fired if its forced to be visible, but will other ships still be aware of it being fired (noise, visual effect)?

Also regarding the forced cool down time for cloaks, I'd ask please to carefully consider the values there, as it seems that unless they are fairly equal, the Cloak Disruptor pretty much always wins, or the cloaker always wins. IE if cloak disruptor cool down is 60 and all cloaks take 90 to try again, there is little to no chance of getting it activated. 1 successful CD of the cloak should not start a chain reaction to guarantee it stays down while the CD'er has ammo to do so. The more equal the terms are, the more likely it is that skill and circumstance determine who wins, not just numbers.

I'm also curious as to the effect this will have on bases? You'd think bases would not like the sting of suddenly getting jolted by EM pulses. I think it should be considered a weapon and bases should react in the same way as if you fire a regular CD when in close range of one (or at one).

No, it has no effect on inactive cloaks.
As for the cloak disruption time, the values will be easy to change so we'll be able to tune them once Disruptors get used ingame.

Laz Wrote: Alley was right.
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Offline Kosa
07-04-2015, 07:46 PM,
#37
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How much cargo space will the Cloak Disruptor take?

[Image: unknown_alpha.png]
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Offline Dark_Predator
08-01-2015, 06:20 PM,
#38
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When CLOAK DISRUPTOR is OFF, how it will shoot, as usual CD, or it mounts on a ship not to CD slot?
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Offline Connor
08-01-2015, 06:22 PM,
#39
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Quote:The Cloak Disruptor works as an area of effect pulse weapon, which is defined by the Range value you will find above. For example, with a Type-1 Disruptor, when you use the Disruptor it will instantly uncloak all vessels within 2000 meters indiscriminately (which means it can uncloak allies, so be careful with that!).

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Offline Dark_Predator
08-01-2015, 08:25 PM,
#40
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With this "quote" you didn't answer to any of questions in pervious reply.
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