' 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.
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."
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.
' 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."
' 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?